Battle fantasy all rules. Fantasy Battle rules Fantasy battle game rules

  • 30.08.2021
Initial rules of the game

Fantasy Battles

"Tradition"
entry-level game rules

... In search of mysterious magical artifacts, fearless warriors of different times and peoples come together in a deadly battle. But, despite the intensity of passions, there will be no "sacrifice and destruction", because all this is just a board game made in order to bring joy and pleasure! Goodness!
Preparing to play

  • Choose a field for the future battle
  • Collect weapons and fortifications according to the scheme
  • Collect the magic cards in a deck, and put them near the playing field. In entry-level games, Magic cards marked "Tradition" should be used. Each player, before the start of the game, naugat, takes one card from the deck - this will be his Initial Magic supply.
  • Recruit your armies: one or more squads of soldiers and one or more guns. The shells in the game are shared.

  • Armies are deployed on opposite ends of the battlefield within Start Zone, width 10cm from the edge of the field (see Fig. 1). It is desirable that the distance between the armies be at least 60cm.

  • Game Move
    Players take turns. Each player's turn consists of four phases (actions), see. Table 1:

    Table 1

    It is allowed to skip unnecessary Phases, but they cannot be swapped.
    Magic Phase
    Your mages conduct a long and bloody research in the field of magical spheres, numbers and formations. They experiment, derive formulas for new influences and spells, and then transfer the results of their work to you - their masters. The cards stacked on the side of the playing field symbolize these magical spells.
    During your turn, in the magic phase, you can use only one magic card, and you can take this card:
  • either directly from the general deck, if your magicians have successfully conducted magical research
  • either from your Magic Reserve - the place where you store previously unused magic cards
  • Therefore, at the beginning of the magic phase of each turn, you must decide where to take the card: from the general deck or from the Magic supply. Then you can apply the taken card.
    To apply a map means to read its contents aloud, and put it in front of you with the text up. The demand for the card will be fulfilled during your entire turn and the opponent's retaliatory turn, after which it is sent to the bottom of the general deck.
    Applying a card from the Magic supply
    If your Magic supply is not empty and you decide to take a card from there, then you select the required card from those that you have in your Supply, and defaming it out loud, apply it.
    Conducting Magical Research
    If you decide to get a new magic spell, then you must do magic research. To do this, you roll the die. With the result:
  • 1,2 - the study was unsuccessful. This concludes the magic phase. Move on to the next stage of the turn.
  • 3,4,5 - Received a new spell, take one card from the general deck.
  • 6 - the research was very successful, take two cards from the general deck.
  • The resulting card you, at your will, can either immediately apply, or put it in your Magic supply to use it later. If you received two cards, then you can put both of them in your Magic Reserve, or put only one and use the other.
    Actions in the Magic phase are explained according to the diagram in Fig. 2

    Warriors, combat vehicles (robots) and weapons move in steps. One step is equal to 3 cm. You can walk in any direction and along any route.
    The movement of warriors and war machines
    Roll the die: the number of points dropped is equal to the number of steps your army can move - that is, all your warriors and combat vehicles (see Fig. 3). You can take fewer steps than the number of points on the die, but not more.

    If the distance between the warrior and the weapon is 1 step or less, then, at the player's request, this warrior can move along with the weapon, the speed of the warrior does not change (see Fig. 4).
    But if enemy soldiers are within 1 step from the weapon, then none of them can move with this weapon.
    Combat vehicles cannot move guns.
    Overcoming obstacles
    While moving, warriors can climb over the walls of fortifications, climb up the walls to the upper floors of buildings and overcome other obstacles in their path. In this case, the ascent (or descent) height is included in the travel distance. For example, if a wall with a height of three steps is on the way of a warrior, then in order to climb on it, the warrior must spend 3 steps (see fig. 5).

    If the length of the maneuver is not enough to overcome the obstacle, then the player must either direct his warrior around the obstacle, or stop him in front of the obstacle in order to try to overcome this obstacle in the next turn.
    A warrior can safely jump off an obstacle if the height of the obstacle is not more than the height of the warrior - from the top of his head to his feet (see Fig. 6).
    Jumping from a greater height is associated with a risk to the warrior's life: measure how many full height figures (from head to feet) fit in the height from which the warrior jumped, and roll the same number of dice. If at least one of the dice rolls one, then the warrior will be considered dead and his figure will leave the field.
    For example, in Fig. 7 the warrior jumped from a building more than two times his height. The player rolled 2 dice and got the results: 3 and 6. So the warrior landed safely. If one of the dice had a one, then the warrior would be considered to have crashed.
    Combat vehicles and weapons do not jump and can only go up (down) stairs. In this case, the length of the ladder is included in the maneuver of the machine (soldier with the weapon).

    Hand-to-hand combat phase
    If your warrior (or combat vehicle) touches the warrior (or combat vehicle) of the enemy, then hand-to-hand combat takes place between them [see. rice. eight).
    Heavily armed and well-protected warriors and vehicles in hand-to-hand combat have an advantage that is expressed Extra glasses... They are indicated in Armlists, in the column "Hand-to-hand combat" (see Fig. 9).

    To determine the winner, each player rolls a die and counts Strength your warrior (or combat vehicle). To do this, he adds the result rolled on the dice with the Additional points from the Armlist. Then the strengths of the participants in the battle are compared: whose strength is greater, he won.
    The losing warrior (or vehicle) is destroyed and his figurine is removed from the board. In case of equality of forces, the fight is repeated.
    For example, in Fig. The 10th warrior of the "Hawk" squad met in hand-to-hand combat with a soldier of the "Guardians of the Tombs" legion and, after a comparison of forces, won.
    An unequal battle is also possible when more than two warriors participate in the battle. For example, when two enemy soldiers attack one of your warriors. In this case, the opponent rolls the die twice and calculates the strength of each of his warriors. The resulting strengths are added up and compared with the strength of one of your fighters (see Fig. 11). Having determined the outcome of one fight, the players move on to the next, etc.

    Shooting Phase
    All guns and combat vehicles in the armies of the players shoot special shaped plastic shells. The projectile is inserted into the gun barrel until it clicks. The shot is fired by pressing the trigger (see Fig. 12).
    The projectile for the catapult looks different than for the guns.
    Before firing, he is put on the pusher platform. To fire, you must start on the trigger of the pusher and release (see Fig. 13).
    During the firing phase, each weapon and combat vehicle in the player's army can fire one salvo at one selected target.
    Therefore, make sure that all barrels of combat vehicles and multi-barreled guns (see Fig. 14) shoot in the direction of only one target.

    Unlike a combat vehicle, a gun can shoot only if your warrior is near it, at a distance of no more than 1 step (see fig. 15). A weapon can NOT fire if warriors of both players are within 1 step from it fig. 16).
    You can capture a weapon from the enemy. To do this, you need to bring your warrior to the weapon and win a hand-to-hand combat with the fighter who guards this weapon. If the weapon is not guarded, that is, there are no enemy soldiers next to it, then you capture the weapon without a fight - now it is yours, and you can fire from it.
    War machines cannot capture other weapons and can only fire from their own weapons.
    Shot result If the projectile missed the target, then this is a miss, and you can continue the game.
    If the projectile even touches the target, then this is a hit, and look at the result of the shot in TABLE 2

    table 2


    Dispute resolution
    It is possible that controversial situations will arise in the game when players, relying only on the rules, cannot reach a consensus. In order to avoid mutual grievances and not spoil the pleasure obtained from the game, we suggest that each player roll a dice - and let the controversial situation be resolved in favor of the one whose result is higher.
    Victory
    The player who was the first to destroy all the enemy warriors is declared the winner!
    We wish you every success!


    About 8 years ago, the Technolog company released a series of games that could rightfully claim the proud title of Wargame. This is the "Fantasy Battle" game environment - several dozen sets of fantastic soldiers. There are goblins and knights, musketeers and barbarians, space marines and skeletal monsters. However, it is not only the variety of fantasy characters that make this series of plastic toys a "wargame". Opening the box of the Fantasy Battles set, the future player will find that he is literally in a fantasy world.


    There is everything you need here - a collapsible model of the fortress or, at worst, the ruins in which the battle unfolds. A book of rules describing in detail all the actions of the "characters" - movement, fights with the enemy, injuries, shooting from cannons, ballistae and catapults. Having rummaged through the rulebooks, the player also finds a complete catalog of the characters of "Fantasy Battles" - it turns out that you can not limit yourself to the squad contained in the box, but collect a powerful army!


    Warriors differ from each other not only in size and appearance. Their combat properties are also different - one runs faster, the other fights better in hand-to-hand combat, the third is able to maintain throwing machines and guns. And, of course, magic. What's a fantasy game without magic? There is plenty of magic in the "Fantasy Battles" sets - artifact cards, various spells, rules by which you can make "magic attacks" on the enemy ...

    In general, expanse. Gather armies, come up with your own tactics, deploy cannon and ballista batteries on the field, pick up battle spells and artifacts - and go into battle! The theater of military operations can also be “designed” in the same way. Each set of "Fantasy Battles" includes a building constructor. They can be used to assemble the ruins of a castle or even a large fortress with walls, bastions and galleries.

    Fighting Fantasy initially came in small sets packed in plastic bags. Each set contains a throwing machine, a squad of soldiers, a book of rules and game accessories - cards and cubes. Then there were large sets made up of several units at once, many combat vehicles and construction parts. New units also appeared - they were overgrown with legends and missions, received their names, and unique features. Now the game environment "Fantasy Battle" is presented in the form of a variety of sets - from miniature bright boxes containing a single squad, to huge castles and entire armies.

    Characters of the same squad differ from each other, and, at the same time, they have easily recognizable features that will not allow them to be confused with fighters of other squads.

    The developers of Fantasy Battles did not bind their gaming environment to the already existing fictional worlds - book or cinematic. The Fantasy Battles legend is written specifically for this gaming environment.

    Throwing vehicles are not just models depicting, say, a ballista or a multi-barreled rocket mortar. They can actually shoot! The model has built-in spring mechanisms, or even rubber "rods" for ballistae and catapults - the shells of these machines fly several meters and knock down any figure from the game sets.

    This real shooting is the main difference between the Fantasy Battle game system and western wargames. There, the player is offered a system consisting of numerous dice rolls, counting "bonuses" for armor, weapons, defense - many parameters that have to be taken into account during the game battle.

    Of course, such complex, sophisticated systems are very, very interesting. But the developers of Technolog took into account that the market of Western board games has been developing for decades, where a child is surrounded by a rich selection of board games since childhood. These games gradually accustom him to more and more complex rules - from pro elementary games to sophisticated mock wargames that reproduce entire battles. Such an abundance of goods designed for a wide variety of age groups has long formed a certain "gaming culture" of wargames.

    We didn't have all of this. The company's developers faced a difficult task - how to offer millions of Russian children and adolescents a full-fledged "gaming environment" that is easy to learn and attractive to many age groups at once? A seemingly impossible task ...

    The whole thing, as we have already said, turned out to be in the "real" shooting of guns from "Fantasy Battles". It was the flying plastic shells that made this problem solvable.

    Did you play the checkers game "Chapaev" as a child? Remember how exciting it was to suddenly go from the exact logic of the checkerboard to the intricate pieces of checkers that crumble so coolly from a successful hit! This is exactly what Battle Fantasy offered its players. Rules? Great, let there be rules. Let there be cubes and magic cards ... but still, the main thing in the game is an accurate shot from a cannon and cover, in which the projectile cannot hit your fighter.

    It is this combination of action and logic, luck and calculation that makes Fantasy Battles so dynamic and engaging. Not everyone is able to immediately master the rules of the game - someone according to age, someone according to their interests. But shooting at plastic soldiers from guns is exciting both at the age of 6 and at 11! Fantasy Battles rules offer several difficulty levels - Tradition, Ultra, and Empire. The higher the level of difficulty, the more complex their tactical formations, the more attention is paid to the combination of properties of different "units" and combat magic.

    Shells, however, are always shells. Successfully placing a gun, covering it with infantry, choosing the right sectors of fire and landing among the fortifications - this always brings victory, no matter what level of rules you play.

    It is also important that the collection of figurines, throwing machines and fortifications is suitable for playing at any level of the "Fantasy Battle" rules. Therefore, starting with a simple collection of fantastic fighters and medieval castles, the child has every chance to get carried away by the unusually bright and fascinating world of tabletop wargames. The Fantasy Battles game environment is the gateway to the world of tabletop strategies and collections of game miniatures.

    Not so long ago I was dismantling the sofa and found in it a set of soldiers from the famous "Fantasy Battles". I decided to read more about them at a conscious age, and, here's a surprise, I did not find them on the pick-up. Therefore, I decided to make such a nostalgic post myself.

    The company "Technologist", initially engaged in thermal printing, is gradually expanding its business, by the end of the 90s it is engaged in printed products and the production of plastic models. The demand for board games and the high price of foreign counterparts allowed the company to occupy a niche in the production of tabletop tactical strategies.

    The most popular series was by far the Fantasy Battles series. I think every third kid who is fond of soldiers had figures from this series (many did not even know that they were from him). We must pay tribute, the figures were really beautifully made, relative to the "soldiers" of other Russian manufacturers.

    However, the main point was that these "soldiers" were sets for a full-fledged wargame. In those days, 10-year-old boys rarely knew about any "Warhammers", so the presence of books with rules and other things aroused genuine interest.

    We must pay tribute, the Technologist did not position the sets of soldiers as a "global strategic game". Their approach was to get hooked on collectibility after the purchase by an unwary parent of the coveted box. As far as I remember, the figures were sold in sets either one squad in a transparent bag (in this case, the maximum with the figures themselves in the bag was the squad's armlist), or, most often, a thematic set of two or more squads. They already had books with rules, and sheets of "magic" and "artifacts", and artillery pieces, and even there were books with a fiction story, the prehistory of this confrontation.

    The set of rules successfully performed the very function of marketing - in addition to describing the rules, there were "armlists" of the units - their images and game characteristics. They then contributed to the "mom buy" the rest of the sets.

    By themselves, the rules of war were pretty simple and boring. We will not dive into the game mechanics of the wargame, I think this can be done, if desired, in the comments. Let's dwell only on the key feature of the mechanics - combat weapons.

    All the guns in the game fired great, and the power of the shot was enough to put a couple of soldiers standing close to each other. This made its own adjustments to the tactics of the game and more often than not served as an excuse to stop tormenting with counting maneuvers and tactical actions, but simply to start extinguishing each other from all barrels. And, according to the memories, it was much more fun!

    If we tried to play the game for real, according to the rules, then magic and artifacts were also used in battle. These cards diversified with their properties long movements of soldiers and throwing dice.

    All in all, there is a lot to be said for this great series. About what categories of rules were, how long we waited and searched for sets with “Status Empire” rules. That the Technologist released separate board games with his own rules, but using units from the BF. About the fan community, which is rumored to still exist.

    But that's a completely different story.

    Next time I will try to tell you about the legendary game Dungeon and Dragons, and more specifically, I will dispel all the legends about its complexity and high cost, and how easy it is to take and start playing it without any problems.

    Fantasy Battles

    Information

    Description: We are the oldest fantasy battles group on VKontakte. Fifteen years ago, all modern youth were en masse in the turn-based strategy of the BATTLE FANTASY from TEHNOLOG. Show in full ...
    Every self-respecting guy and almost every girl had skeletons and Hurons. Then we grew up, and the games went to the attics, to the closets and to the younger siblings.
    Plastic soldiers, locks, catapults and crossbows, maps and magic and artifacts - everything went into oblivion.

    Years have passed, a lot has changed, nostalgia has come.

    This group was created for those who want to feel like a child again to play this exciting game!

    Group rules - it is advisable to read:

    Official forum "Technologist":

    Poll go to topic

    462 records for all records

    Good day all Dear friends!

    We have some news

    1. On our site sale of sets (the set includes: squad, armlist, artifact, rules, weapon, squad.) Show more ...
    http://empire-fan.ru/products/category/3189215 hurry up, the quantity is limited!

    2. Opening by our partners of the online store "Fan Fantasy" LLC, Yekaterinburg - the site was created for the purpose of re-release of rare products "Technologist" link for access: fan-fantasy.ru

    Already now you can purchase a number of items:

    - Cyberdragon
    -Dragons BF
    -Mages and wizards of BF
    -Brigade "Poseidon"
    - as well as four detachments of the Armored infantry series in POLYETHYLENE! ("LIGHTWEIGHT LINEAR INFANTRY", SENTRY OF THE PLANET "VELIAN", "LIGHTWEIGHT ROBOTIC CYBER INFANTRY", "MODE CLONE INFANTRY").

    The ability to pay for your orders through Yandex payment is already available, you can also pay for your order to the bank account of organizations.

    3. We are glad to inform you about the opening of a pick-up point in Moscow!

    Site for ordering planetfantasy.ru
    A large assortment of goods is already in stock and is waiting for you!
    VK store group: https://vk.com/planetafantasy

    Self-pickup is free from the address st. 3rd Lykovskaya 77 - by prior arrangement.

    Paid self-pickup is possible (130 rubles) from the pickup points "Postman Service".

    Telephone for communication with the representative 84996860687 Alexander.

    Fantasy Battle Rules

    "Tradition"
    entry-level game rules

    ... In search of mysterious magical artifacts, fearless warriors of different times and peoples come together in a deadly battle. But, despite the intensity of passions, there will be no "sacrifice and destruction", because all this is just a board game made in order to bring joy and pleasure! Goodness!
    Preparing to play

  • Choose a field for the future battle
  • Collect weapons and fortifications according to the scheme
  • Collect the magic cards in a deck, and put them near the playing field. In entry-level games, Magic cards marked "Tradition" should be used. Each player, before the start of the game, naugat, takes one card from the deck - this will be his Initial Magic supply.
  • Recruit your armies: one or more squads of soldiers and one or more guns. The shells in the game are shared.
  • Armies are deployed on opposite ends of the battlefield within Start Zone, width 10cm from the edge of the field (see Fig. 1). It is desirable that the distance between the armies be at least 60cm.
    Game Move
    Players take turns. Each player's turn consists of four phases (actions), see. Table 1:

    It is allowed to skip unnecessary Phases, but they cannot be swapped.
    Magic Phase
    Your mages conduct a long and bloody research in the field of magical spheres, numbers and formations. They experiment, derive formulas for new influences and spells, and then transfer the results of their work to you - their masters. The cards stacked on the side of the playing field symbolize these magical spells.
    During your turn, in the magic phase, you can use only one magic card, and you can take this card:

  • either directly from the general deck, if your magicians have successfully conducted magical research
  • either from your Magic Supply - the place where you store previously unused magic cards. Therefore, at the beginning of the magic phase of each turn, you must decide where to take the card: from the general deck or Magic supply. Then you can apply the taken card.
    To apply a card means to read its contents aloud, and put it in front of you with the text up. The demand for the card will be fulfilled during your entire turn and the opponent's retaliatory turn, after which it is sent to the bottom of the general deck.
    Applying a card from the Magic supply
    If your Magic supply is not empty and you decide to take a card from there, then you select the required card from those that you have in your Supply, and defaming it out loud, apply it.
    Conducting Magical Research
    If you decide to get a new magic spell, then you must do magic research. To do this, you roll the die. With the result:
  • 1,2 - the study was unsuccessful. This concludes the magic phase. Move on to the next stage of the turn.
  • 3,4,5 - Received a new spell, take one card from the general deck.
  • 6 - the research was very successful, take two cards from the general deck. The resulting card you, at your will, can either immediately apply, or put it in your Magic supply to use it later. If you received two cards, then you can put both of them in your Magic Reserve, or put only one and use the other.
    Actions in the Magic phase are explained according to the diagram in Fig. 2

    Warriors, combat vehicles (robots) and weapons move in steps. One step is equal to 3 cm. You can walk in any direction and along any route.
    The movement of warriors and war machines
    Roll the die: the number of points dropped is equal to the number of steps your army can move - that is, all your warriors and combat vehicles (see Fig. 3). You can take fewer steps than the number of points on the die, but not more.

    If the distance between the warrior and the weapon is 1 step or less, then, at the player's request, this warrior can move along with the weapon, while the warrior's speed does not change (see Fig. 4).
    But if enemy soldiers are within 1 step from the weapon, then none of them can move with this weapon.
    Combat vehicles cannot move guns.
    Overcoming obstacles
    While moving, warriors can climb over the walls of fortifications, climb up the walls to the upper floors of buildings and overcome other obstacles in their path. In this case, the ascent (or descent) height is included in the travel distance. For example, if a wall with a height of three steps is on the way of a warrior, then in order to climb on it, the warrior must spend 3 steps (see fig. 5).

    If the length of the maneuver is not enough to overcome the obstacle, then the player must either direct his warrior around the obstacle, or stop him in front of the obstacle in order to try to overcome this obstacle in the next turn.
    A warrior can safely jump off an obstacle if the height of the obstacle is not more than the height of the warrior - from the top of his head to his feet (see Fig. 6).
    Jumping from a greater height is associated with a risk to the warrior's life: measure how many full height figures (from head to feet) fit in the height from which the warrior jumped, and roll the same number of dice. If at least one of the dice rolls one, then the warrior will be considered dead and his figure will leave the field.
    For example, in Fig. 7 the warrior jumped from a building more than two times his height. The player rolled 2 dice and got the results: 3 and 6. So the warrior landed safely. If one of the dice had a one, then the warrior would be considered to have crashed.
    Combat vehicles and weapons do not jump and can only go up (down) stairs. In this case, the length of the ladder is included in the maneuver of the machine (soldier with the weapon).

    Hand-to-hand combat phase
    If your warrior (or combat vehicle) touches the warrior (or combat vehicle) of the enemy, then hand-to-hand combat takes place between them [see. rice. eight).
    Heavily armed and well-protected warriors and vehicles in hand-to-hand combat have an advantage that is expressed Extra glasses... They are indicated in Armlists, in the column "Hand-to-hand combat" (see Fig. 9).

    To determine the winner, each player rolls a die and counts Strength your warrior (or combat vehicle). To do this, he adds the result rolled on the dice with the Additional points from the Armlist. Then the strengths of the participants in the battle are compared: whose strength is greater, he won.
    The losing warrior (or vehicle) is destroyed and his figurine is removed from the board. In case of equality of forces, the fight is repeated.
    For example, in Fig. The 10th warrior of the "Hawk" squad met in hand-to-hand combat with a soldier of the "Guardians of the Tombs" legion and, after a comparison of forces, won.
    An unequal battle is also possible when more than two warriors participate in the battle. For example, when two enemy soldiers attack one of your warriors. In this case, the opponent rolls the die twice and calculates the strength of each of his warriors. The resulting strengths are added up and compared with the strength of one of your fighters (see Fig. 11). Having determined the outcome of one fight, the players move on to the next, etc.

    Shooting Phase
    All guns and combat vehicles in the armies of the players shoot special shaped plastic shells. The projectile is inserted into the gun barrel until it clicks. The shot is fired by pressing the trigger (see Fig. 12).
    The projectile for the catapult looks different than for the guns.
    Before firing, he is put on the pusher platform. To fire, you must start on the trigger of the pusher and release (see Fig. 13).
    During the firing phase, each weapon and combat vehicle in the player's army can fire one salvo at one selected target.
    Therefore, make sure that all barrels of combat vehicles and multi-barreled guns (see Fig. 14) shoot in the direction of only one target.

    Unlike a combat vehicle, a gun can shoot only if your warrior is near it, at a distance of no more than 1 step (see fig. 15). A weapon can NOT fire if warriors of both players are within 1 step from it fig. 16).
    You can capture a weapon from the enemy. To do this, you need to bring your warrior to the weapon and win a hand-to-hand combat with the fighter who guards this weapon. If the weapon is not guarded, that is, there are no enemy soldiers next to it, then you capture the weapon without a fight - now it is yours, and you can fire from it.
    War machines cannot capture other weapons and can only fire from their own weapons.
    Shot result If the projectile missed the target, then this is a miss, and you can continue the game.
    If the projectile even touches the target, then this is a hit, and look at the result of the shot in TABLE 2

    www.bg.ohobby.ru

    The rules of the series "BATTLES OF FANTASY"

    Games-constructors series "BATTLES FANTASY" - a tabletop world of real combat, where each player can feel like a Great Leader, learning to make the right decisions. Determination, ingenuity and a bit of luck will lead you to the desired victory over the enemy.

    To play FANTASY BATTLES it is important to know the rules of the battles. Only with this knowledge, victory will always be with you. Always remember that ignorance is not a reason for pride, so carefully understand the rules or ask an adult to explain them to you. The life of your soldiers and the outcome of the battle may depend on this.

    For a more interesting and exciting game, you can use additionally available for sale or previously purchased by you sets of figures for the games "FANTASY BATTLES" ("Skeletons", "Sheriffs", "Hurons", "Falcon", etc.). If you have several games-constructors of the series "BATTLES OF FANTASY", then they can be successfully combined into one General Battle, which is fought according to the same rules. Figure sets and building games are constantly being updated. They can be immediately recognized by the corresponding icon on the packaging - "FANTASY BATTLES". For large single pieces, you can come up with your own rules by agreeing on this with your opponent.

    The game can be played in groups or alone. If there are two of you, then two troops are fighting: one in the fortification, the other attacking. If you are alone. then play for those who attack, and for those who are defending. Each player recruits one army and one or more weapons of fire (by agreement).

    Troops are placed opposite each other at a distance of at least one meter in any position (the commander wishes) - this is the starting position.

    The roll of the die determines the right of the first move.

    ATTENTION! Each turn consists of three phases:

    1. Phase of maneuver - movement of soldiers and weapons.
    2. Shooting phase - shooting from guns.
    3. Phase of magic - performing the actions indicated in the magic cards. One die roll per phase. It is prohibited to swap the phases.

    So. The player rolls the dice for the first time (maneuver phase) and, depending on the points dropped on the dice, walks according to the following rules:

    1) The number of points dropped on the die is equal to the number of steps the player takes during the maneuver phase.

    ATTENTION! The length of each step of a warrior is 5 cm or the length of a warrior's figure (according to the agreement of the commanders).

    ATTENTION! You can walk in ANY direction (forward, backward, in a circle, etc.).

    ATTENTION! In order for a warrior to be able to hit a tower or a wall, as well as descend from a tower or wall, the length of one move (number of steps) must be enough for him.

    You cannot jump over walls and towers. You can walk as one warrior for the entire number of points

    An example of a move by one soldier: if you got 5 points and you decided to go into battle with one soldier, then you take the required soldier and measure 5 steps in the direction of your move, and then put the figure of the warrior in this place.

    2) You can walk with any number of warriors, combining the number of points and the number of steps for each warrior in such a way that the total amount of steps corresponds to the points dropped on the die.

    An example of a move by several warriors: You get 4 points. You can make two warriors 2 steps each or two warriors one step at a time, and the third warrior take 2 steps. But you can take four soldiers one step at a time. In any case, the number of steps must be equal to the number of points dropped on the die.

    After completing the maneuver phase, the commander (player) must fire from his guns (if he has them). To do this, the player must roll the die a second time (shooting phase).

    ATTENTION! You can only shoot from a weapon near which there is at least one warrior at a distance of no more than one step from the weapon. The number of shots from one or more weapons must be equal to the number of points dropped on the die. If you fired a shot from a cannon, hit an enemy soldier, and he fell, then the enemy soldier is considered "killed" and is removed from the field. If, after being hit by a projectile, the enemy soldier remained standing, then he is considered "wounded" and is sent to his "hospital". If you hit an enemy gun with a projectile, then this gun is considered damaged for one turn (in the next firing phase, the damaged gun does not fire). If the player has no weapons, then he immediately goes to the third phase - the magic phase. Shooting example: You got (shooting phase after maneuvering phase) 3 points. This means that you can fire 3 shots from one gun or 2 shots from one and 1 shot from the other, or one shot from three guns.

    ATTENTION! If you run out of shells, then you can:

    1) shoot enemy shells that flew towards you after the enemy fired;
    2) shells can be captured by you along with the enemy's weapon during capture. You can use homemade shells for the game.

    The movement of weapons is carried out only if there is at least one warrior nearby. All the rules for the movement of warriors also apply to the movement of guns, including lifting a gun onto a tower, if it fits there.

    Example of movement of weapons: You rolled the first die (maneuver phase). You got 2 points. You have decided that you will move the weapon. You can:

    1) move one weapon two steps;
    2) move the weapon and one soldier one step;
    3) move 2 guns one step each.

    Before the start of the game, cannon shells are divided equally between the opponents and laid out near the guns. Projectiles move (maneuver phase) with the weapon. Shells and guns can be used to ransom prisoners (by agreement).

    After the maneuver phase, before the firing phase, you can declare hand-to-hand combat. Hand-to-hand combat can be fought anywhere: on the field, on walls, on towers. Hand-to-hand combat begins when the opponents' warriors converge at a distance of no more than one step between them. The attacker declares hand-to-hand combat to the enemy. After the announcement, the opponents take turns rolling the die.

    ATTENTION! The advantage in combat is with the one who declared hand-to-hand combat. He starts the fight first by rolling the die. During hand-to-hand combat, all other combat activities are paused.
    A hand-to-hand fight is considered won if the person who announced it has 6 points. In this case, the enemy soldier is immediately considered killed. If one of the players drops out more points than the enemy (except 6), then the enemy soldier is considered "wounded" and is sent to the "hospital". If the defender rolls 6 points on the die, then the warrior is considered a beaten one. Who declared hand-to-hand combat. If both players have an equal number of points, then the attacker takes the enemy warrior prisoner.

    ATTENTION! The attacker is always considered to have declared hand-to-hand combat. An example of equal hand-to-hand combat: You have approached an enemy warrior within a distance of one step and declared hand-to-hand combat. You roll the die:

    1) You got 6 points - it means that the enemy soldier is “killed” and is removed from the field;
    2) You got 5 points, and the opponent got 4 points - you "wounded" the enemy warrior and he goes to his "hospital";
    3) You and the enemy have 3 points each (equally): You take the enemy's warrior prisoner;
    4) You got 4 points, and your opponent got 5 points: your warrior is "wounded" and goes to his "hospital";
    5) You got b points, and your opponent got 6 points: your warrior is "killed" and is removed from the battlefield.

    Hand-to-hand combat in unequal conditions, when several soldiers attack one or vice versa, proceeds according to the same rules.

    An example of unequal hand-to-hand combat: you have 6 points, and 3 steps to the enemy warrior. You make 2 moves, 3 steps each with two of your warriors and declare hand-to-hand combat to the enemy. You roll the die alternately with the enemy for each of your warriors participating in hand-to-hand combat. The scoring rules are the same as in equal hand-to-hand combat.

    To capture a weapon, you need to approach it at a distance of one step and win hand-to-hand combat if it is protected by an enemy warrior. If the enemy soldier does not defend the weapon (stands at a distance of more than one step), then you capture this weapon (together with the shells of this weapon) without a fight. Now the weapon and shells are yours and you can use them in battle.

    After you have made the movement of the soldiers and guns (phase of maneuver), fired shots from the guns (phase of firing), the third phase "phase of magic" begins. To complete this phase, you roll the dice a third time. If you get 1 point, you lose one of the wounded soldiers in your hospital. If there are no wounded soldiers in your hospital, 1 point is added to the next roll of your opponent (maneuver phase). If you get 3 points, one of your wounded soldiers returns from the hospital to your starting position. If there are no wounded soldiers in your hospital, 1 point is deducted from the next throw of your opponent (maneuver phase). If you get 5 points, you take the top magic card from the deck that lies (face down) outside the territory of hostilities, and immediately perform the magic action written in it. With the rollout of 2. 4 or 6 points, no action is performed (you can think of additional actions yourself).

    The "hospital" is the place where the soldiers wounded in battle go. Each player has his own hospital, which is located behind the starting position. No hostilities are taking place on the territory of the hospital.

    Captured enemy soldiers can be used by you only as a soldier of your guns or, at your request, as an exchange with the enemy for shells and guns (3 shells -1 prisoner or one gun - 2 prisoners). In the event of a cannon capture, the prisoners whom you used as soldiers at your cannons are captured without a fight along with the cannon. Prisoners near the guns do not participate in hand-to-hand combat, and after the enemy captures your gun, they return to it (to the starting position).

    You are declared the winner in the game if your opponent (s) has not a single warrior left on the battlefield, not counting the wounded and prisoners. We wish you successful maneuvers and well-aimed hits!

    SHORT SEQUENCE OF STROKE

    First player's turn:

    1. Phase of maneuver - roll a die and move soldiers or weapons ^ If there is an opportunity and desire, declare hand-to-hand combat.
    2. Shooting phase - roll the dice and fire shots according to the points on the dice.
    3. Phase of magic - roll a die and if 5 points fall out, take one magic card from the deck and complete the task. Then return the used card to the “bottom” of the deck. If you get 1 or 3 points - follow the steps of paragraph 11 of the rules of the game.

    Player 2's Turn:

    1. Phase of maneuver - roll the die and move the ooze warriors and weapons.
    Etc.

  • About 8 years ago the Technolog company released a series of games that could rightfully claim the proud title of "Wargame". This is the "Fantasy Battle" game environment - several dozen sets of fantastic soldiers. There are goblins and knights, musketeers and barbarians, space marines and skeletal monsters. However, it is not only the variety of fantasy characters that make this series of plastic toys a "wargame". Opening the box of the Fantasy Battles set, the future player will find that he is literally in a fantasy world.


    There is everything you need here - a collapsible model of the fortress or, at worst, the ruins in which the battle unfolds. The book of rules, describing in detail all the actions of the "characters" - movement, fights with the enemy, injuries, shooting from cannons, ballistae and catapults. Digging through the rulebooks, the player also finds a complete catalog of the characters of "Fantasy Battles" - it turns out that you can not limit yourself to the squad contained in the box, but collect a powerful army!


    Warriors differ from each other not only in size and appearance. Their combat properties are also different - one runs faster, the other fights better in hand-to-hand combat, the third is able to maintain throwing machines and guns. And, of course, magic. What's a fantasy game without magic? There is plenty of magic in the "Fantasy Battles" sets - artifact cards, various spells, rules by which you can make "magic attacks" on the enemy ...

    In general, expanse. Gather armies, come up with your own tactics, deploy cannon and ballista batteries on the field, pick up combat spells and artifacts - and go into battle! The theater of military operations can be "constructed" in the same way. Each Fantasy Battles set includes a building constructor. They can be used to assemble the ruins of a castle or even a large fortress with walls, bastions and galleries.

    At first, Fighting Fantasy came in small sets packed in plastic bags. Each set contains a throwing machine, a squad of soldiers, a book of rules and game accessories - cards and cubes. Then there were large sets made up of several units at once, many combat vehicles and construction parts. New units also appeared - they were overgrown with legends and missions, received their names, and unique features. Now the gaming environment "Fantasy Battle" is presented in the form of a variety of sets - from miniature bright boxes containing a single unit, to huge castles and entire armies.

    Characters of the same squad differ from each other, and, at the same time, they have easily recognizable features that will not allow them to be confused with fighters of other squads.

    The developers of "Fantasy Battles" did not bind their gaming environment to the already existing fictional worlds - book or cinematic. The Fantasy Battles legend is written specifically for this gaming environment.

    Throwing vehicles are not just models depicting, say, a ballista or a multi-barreled rocket mortar. They can actually shoot! The models have built-in spring mechanisms, and even rubber "rods" for ballistae and catapults - the shells of these machines fly several meters and knock down any figure from the game sets.

    This real shooting is the main difference between the "Fantasy Battle" game system from the western wargames. There the player is offered a system consisting of numerous dice rolls, calculation of "bonuses" for armor, weapons, defense - many parameters that have to be taken into account during the game battle.

    Of course, such complex, sophisticated systems are very, very interesting. But the developers of "Technolog" took into account that the market of Western board games has been developing for decades, where a child is surrounded by the richest selection of board games since childhood. These games gradually accustom him to more and more complex rules - from pro elementary games to sophisticated mock wargames that reproduce entire battles. Such an abundance of goods designed for a wide variety of age groups has long formed a certain "gaming culture" of wargames ...

    We didn't have all of this. The company's developers faced a difficult task - how to offer millions of Russian children and adolescents a full-fledged "gaming environment" that is easy to learn and attractive to many age groups at once? A seemingly impossible task ...

    The whole thing, as we have already said, turned out to be in the "real" firing of guns from "Fantasy Battles". It was the flying plastic shells that made this problem solvable.

    Did you play the checkers game "Chapaev" as a child? Remember how exciting it was to suddenly go from the exact logic of the checkerboard to the intricate pieces of checkers that crumble so coolly from a successful hit! This is exactly what Battle Fantasy offered its players. Rules? Great, let there be rules. Let there be cubes and magic cards ... but still, the main thing in the game is an accurate shot from a cannon and cover, in which the projectile cannot hit your fighter.

    It is this combination of action and logic, luck and calculation that makes Fantasy Battles so dynamic and engaging. Not everyone is able to immediately master the rules of the game - someone according to age, someone according to their interests. But shooting at plastic soldiers from guns is exciting both at the age of 6 and at 11! The Fantasy Battles rules offer several difficulty levels - Tradition, Ultra, and Empire. The higher the level of difficulty, the more difficult their tactical formations, the more attention is paid to combinations of properties of different "units" and combat magic.

    Shells, however, are always shells. Successfully placing a gun, covering it with infantry, choosing the right sectors of fire and landing among the fortifications - this always brings victory, no matter what level of rules you play.

    It is also important that the collection of figures, throwing machines and fortifications is suitable for playing at any level of the "Fantasy Battle" rules. Therefore, starting with a simple collection of fantastic fighters and medieval castles, the child has every chance to get carried away by the unusually bright and fascinating world of tabletop wargames. The Fantasy Battles game environment is the gateway to the world of tabletop strategies and collections of game miniatures.

    Hello again!

    This time in my blog I want to try to make for you a small guide on how to make a playing field.

    Like all my previous guides, this one is for people with low artistic ability or low imagination, although I'm sure that when you want to repeat my lesson, you will definitely want to add your own details, and with time and experience, you can already embody your own ideas and enjoy the result.

    So what we need:

    1. Whatman sheet

    2. Paints (I have acrylic, as always Decola)))

    4. Elements of the landscape, if any (I have 2 castles of two opponents)

    Where to begin?

    Try to roughly imagine a plan of the area.

    Most likely, the fortifications of opponents will be located opposite each other at the greatest distance.

    I decided to put my locks diagonally.

    Since my field for Bita is designed for me and my little son (5 years old), I tried to make everything as simple and understandable as possible, but at the same time to make the field interesting and allow you to try different strategic combinations.

    So, let's put the first lock!

    While drawing, I tried to mentally imagine this castle. A cliff appeared in front of my eyes, on which an ancient fortress, a shelter of filibusters, rises majestically.

    As you can see, I draw simply and roughly, which is quite accessible to any adult and child. You can create your landscape together with children, from this your work will bring even more joy to you and your children.


    We begin to outline the second castle.

    I imagined it as a shelter of an ancient knightly order, hidden in a gorge and sheltered from the enemy, melted magma flowing from the rocks.

    Another element on our playing field is Dragon Mountain (I will tell you about its purpose later)

    I just just depicted circles like huge cobblestones, on which a dangerous fire-breathing Dragon sits majestically.

    Here's what we get. View from above.

    The last playable element of the landscape, I decided to make the Thicket - an impenetrable forest, which is located exactly in the middle on the path of opponents. Well, to fix the result, I covered the white areas on the playing part of the field with green.

    As you can see, nothing complicated, but the result, in my opinion, is quite good.

    Such fields can be drawn for each specific game, or can be used for different ones.

    So a little about the rules that apply to this field:

    1. The main task is to capture the enemy's castle.

    2. There are only 2 stages of the game (since I am playing with a 5 year old child) - this is movement and attack (defense)

    About strategies:

    1. Looking at the map, you can see 3 options for possible routes to the enemy's fortifications.

    The shortest, but the most dangerous is past the Dragon Mountain, when the figure of one of the participants falls into the field of vision of the Dragon (corridor 5-6 cm wide), he will definitely attack it. And then as luck would have it .. either the player will manage to survive after the terrible roar and deadly flame of the Dragon, or he will not be able to overcome this obstacle and will look for other ways.

    Medium in duration - through the Thicket (the passage of the figure through the forest reduces the number of steps by 2 times, i.e. if the player has 6 steps, and 4 of them fell into the forest, then he can take 2 full steps and 2 steps along territory of the forest).

    The safest, but the longest way is bypassing the Dragon and the forest.

    2. Since the goal of the game is to capture the enemy's castle, I advise you to leave one piece in the castle for protection during the game, in case the figures of the opposite squad get to you faster than you.

    Below are some photos from different angles.

    Next, I will post a photo report about the game played on this battlefield.















    1. Introduction.


    2.2. Battlefield.
    2.3. Warriors / Armists.
    2.4. Choosing an army.
    2.5. Weapons / Techlists
    2.6. Combat vehicles.
    2.7. Single characters.
    2.8. Protective fortifications.
    2.9. Cubes.

    2.11. The deployment of troops.
    2.12. Dispute Resolution.
    3. The game.
    3.1. The unit of measure for distances is step.
    3.2. Initiative.
    4. Phases of the game cycle.
    4.1. The resuscitation phase of the wounded.
    4.2. Shooting phase
    4.2.1. Shooting.
    4.2.2. Striking effect.
    4.2.3. Shooting Amendments and Restrictions.
    4.2.4. Premium shooting points (shooting bonus).
    4.2.5. Addition.
    4.3. Phase of maneuver and hand-to-hand combat.
    4.3.1. Maneuver.
    4.3.1.1. Maneuver steps / Distribution of maneuver steps.
    4.3.1.2. Command Distance / Throw March.
    4.3.1.3. Crawling movement.
    4.3.1.4. Overcoming obstacles.
    4.3.1.5. Passing stairs.
    4.3.1.6. The movement of tools.
    4.3.1.7. Cross-country travel.

    4.3.2. Hand-to-hand combat.
    4.3.2.1. Corrections and additions to hand-to-hand combat.
    4.4. Magic Phase.
    4.4.1. Actions with Magic.
    4.4.2. Movement of Mages.
    5. Special properties - Artifacts.
    6. Victory.
    7. Brief sequence of the game cycle.
    8. Applications.
    8.1. Designing tools.
    8.2. Cross-country travel.
    8.2.1. Driving on the slopes of the hills.
    8.2.2. Movement in the forest.
    8.2.2.1. Shooting in the woods.
    8.2.3. Driving across rivers.
    1. Introduction.
    Empire status - the third most difficult (after Tradition
    and "Ultra") and a new set of rules for the games "Battles
    FANTASY ". The reason for creating a new level of popular
    games became numerous letters with your suggestions
    and wishes that come to the address of the company every day
    "Technologist".
    When creating a new level, the basic requirement
    we considered full compatibility of the new rules with earlier
    developed provisions for Ultra status. That's why
    differences, when some warriors move faster than others,
    while others are stronger in hand-to-hand combat, all are left
    unchanged, as your feedback indicates
    endorsement of this approach to sharing of abilities
    warriors.
    Thus, the armists of the detachments remained the same,
    as well as magic cards. Only the approach to
    the use of the properties specified in the Armlists. Therefore, all
    previously released Ultra kits automatically

    Applicable for playing by the rules of the "Empire" status and everything that
    All that remains is for you to familiarize yourself with these rules.
    ATTENTION! As you become familiar with new
    the rules you will encounter "P +" icons. With these icons
    accompanied by ADDITIONAL RULES, which
    may seem too difficult for novice players.
    Therefore, such rules are not binding and players
    can agree on the use or vice versa, not
    using such rules in the game. More experienced players
    will undoubtedly find them useful, for these rules describe
    additional opportunities for players, their armies and games in
    the whole.
    Between the levels "Empire" and "Ultra" much less
    differences than between "Tradition" and "Ultra". - Therefore, those
    who managed to master the rules of "Ultra", easily adapt to
    rules "Empire". So,…
    2. General information and preparation for the game.
    2.1. What do you need to play.
    In addition to the rules that you now hold in your hands, you
    something else will be required:
    - free space for a future battle - a battlefield;
    - figures of warriors that will form the basis of your army;
    - artillery pieces and installations, to provide fire
    support for your armies;
    - a magician figurine or any other figurine that will
    perform its functions;
    - a set of magic cards that are included in all
    game sets of "Ultra" status;
    - a set of business cards with the names of all game squads
    FANTASY Battles;
    - several hexagonal cubes numbered from 1 to 6;
    - a piece of paper and a pencil.

    2.2. Battlefield.
    You can play on any flat surface, for example,
    on a table or even on the floor. It is important that the boundaries of the game
    surfaces were clearly marked. The place to be
    a battle to take place is called a "battlefield". Soldiers,
    guns or combat vehicles that, for whatever reason, turned out to be
    outside the battlefield are considered "dead" and removed from the game.
    Since FANTASY Battles games relate to real
    shooting from guns, it is preferable to play on the table - you
    it will be easier to aim and shoot.
    The size of the battlefield depends on the number of armies
    opponents. For example, for a battle where the size of the army
    one player is 10 - 12 warriors, quite enough
    the size of the kitchen table.
    The relief of the field brings a lot of interest to the game.
    combat that can be organized from those available at hand
    materials (cardboard boxes, sheets of thick paper,
    cuts of green fabric, etc.) or special items,
    which are sold in stores.
    2.3. Warriors / Armists.
    As the soldiers who will form the backbone of your army,
    units of warriors from game sets with branded
    FANTASY Battles logo.
    In FANTASY Battles games, most of the warriors
    united in small detachments. Each unit has its own
    commander. Squad name and combat characteristics of soldiers
    are given in the Armlist of the detachment. As an example, Fig. 1
    provided by the Armlist of the "SOKOL" squad. It indicates:
    - squad affiliation - which army the squad belongs to
    (There are 4 main armies in FANTASY Battles games:
    Sorcerer's Troops, Necromancer Legionnaires, Sorcerer's Guard and
    Free Shooters Guild squads);
    - the name of the detachment;
    - squad artifact - a magic item that gives the squad

    Specific property (see rules section 5. "Special
    properties / artifacts ");
    - the keeper of the artifact - the one who has the artifact;
    - warriors of the squad, each of which has its own
    serial number. The squad leader is always a warrior,
    indicated in the Armlist at number 1;
    Each warrior shows his combat characteristics:
    ACCESSORIES
    Squad

    SQUAD LEADER / ARTIFACT KEEPER
    Squad name

    ARTIFACT
    Squad

    WARRIORS OF THE SQUAD

    Maneuver - a warrior's ability to move;
    - hand-to-hand combat - the strength of a warrior in hand-to-hand combat;
    - admission to guns - the ability of a warrior to serve one or another
    type of tools;
    - protection from magic - protection of a warrior from certain types
    magical influences;
    - cost - the cost of the warriors and the whole unit, expressed
    with glasses.

    Each of the characteristics will be discussed in detail later in
    relevant sections of these rules.
    Armlists of all units are given in a special edition
    - Military Catalog of the world "FANTASY Battles". Them
    all game sets of "Ultra" statuses are completed and
    "Empire".
    2.4. Choosing an army.
    To make the battle equally interesting for
    both participants, the strength of the belligerent armies must be
    approximately equal. To do this, before the start of the game, the opponents
    agree on the size of the army. In games of "Empire" status
    every warrior, detachment as a whole, weapon or combat vehicle has
    its cost. It is expressed in points and is indicated in
    Armlists (Tech sheets). It is assumed that the more expensive
    warrior, squad or weapon, the more effective he / it is in battle. So
    way, by agreeing on the size of the army, the players, in essence,
    negotiate a certain amount of points - the budget for which,
    subsequently, recruit their army from single characters,
    detachments, guns and machines.
    Single characters are magicians, masters, bachelors
    etc., that is, all the "managers" of the figurine's magic, as well as
    warriors not included in the units, endowed with a particularly powerful
    weapons, or any specific properties. They
    are issued separately with their own Armlist and detailed
    a description of their abilities, magical power, or rules
    using the superweapons they have.
    The rest of the soldiers are recruited into the army one by one - that is,
    the whole squad is bought entirely for the number of points that
    indicated in the column "cost of the unit" of Armlist. In Armlist
    the cost of each soldier of the detachment is also indicated. However, she
    will only be needed when calculating the results of the battle at the end
    games (see rules section 2.10. "Determining the winner").
    The larger the agreed amount, the more numerous
    there will be enemy armies, the longer they will fight until

    Complete victory for one of the players. The total cost of the collected
    army player should not exceed the agreed amount.
    In addition, the battles offered in the game sets
    are based on the legends of the world of "Battle of FANTASY", according to
    which in this world there are four main forces of the Sorcerer's Guard, the Sorcerer's Troops, the Legionnaires of the Necromancer
    and squads of the Free Shooters Guild. On the way to your
    power, they then united in alliances, so that together
    fight against the rest, then, having quarreled, they began
    fight among themselves. Therefore, the situation when the detachments of different
    armies fighting on the same side is likely. However, not
    it should turn out that the units of one army are fighting each other
    against a friend. When recruiting your army, consider this circumstance.
    The affiliations of units and single characters are indicated in
    their Armlists.
    2.5. Weapons / Techlists ..
    In addition to warriors, players must complete their
    army with artillery pieces for firing at
    enemy troops.
    In the games "FANTASY Battles" all weapons are divided into four
    main types:
    1. Catapults (designated "K").
    2. Crossbow installations and arkaballisty (designated "A").
    3. Cannons (designated "P").
    4. Multi-barreled guns (designated "MP").
    Each weapon in Empire status games has its own
    technical sheet (Tech sheet) describing the properties of the tool
    and the rules for handling it. As an example, Fig. 2
    the technical sheet of the "Bedbug" artillery installation is presented.
    The Techlist states:
    - the name of the installation;
    - type of artillery gun;
    - mobility - the maximum number of steps for which
    the gun can move in one move;

    Points consumption - the number of shooting points you need
    spend to make one shot from this weapon;
    - combat crew - the number of soldiers required to
    so that the gun fires and moves properly;
    - cost - the number of points for which you can purchase
    installation in your army.
    UNIT NAME

    Artillery pieces do not belong to
    any specific army, and can be used by all
    players no matter what army they represent.
    The rules for firing guns will be detailed.
    below in Regulations Section 4.2. "Shooting Phase".
    The cost of the weapons purchased by the player must
    enter the amount of points agreed upon before the game.
    Techlists most commonly used in games
    "FANTASY Battles" of the guns are shown in a special
    edition - Military Catalog of the World "FANTASY Battles".
    It is equipped with all game sets of Ultra and
    "Empire".

    2.6. Combat vehicles.
    Combat vehicles are programmable or controlled
    self-propelled mechanisms
    walking, flying or wheeled type. They are intended
    to perform various tasks - from transportation
    soldiers and equipment before the independent conduct of combat
    action. Each of the fighting vehicles of the games "FANTASY Battles"
    equipped with their own Armlist (or Techlist) and
    detailed instructions for handling, therefore, in this code
    the rules of combat vehicles are not considered.
    However, it should be noted that the cost of the purchased
    combat vehicles must be included in the agreed upon before the game
    the amount of points.
    2.7. Single characters.
    Mages of all ranks and warriors equipped with superweapons or
    endowed with special abilities are Solitary
    Characters. As with combat vehicles, these
    characters are supplied with their own Armlists and
    a detailed description of their properties and the rules for using them
    magic, abilities or rules for handling superweapons.
    Therefore, in this set of rules, Single Characters are not
    are being considered.
    The cost of Single Characters must be included in
    the amount of points agreed before the game.
    2.8. Protective fortifications.
    Firm "Technologist" completes sets for games "Battles
    FANTASY "prefabricated models of fantastic fortresses from
    designers "Master Grad" and "Universal", accompanying them
    detailed assembly instructions. The firm has already developed
    several dozen options for fortifications that you can
    use in your battles. However, the possibilities
    designers are not limited to this, and you, with
    desire, you can easily create your own protective

    Fortifications that will protect your soldiers in
    future battles.
    In addition, as protective structures, you
    you can use any other that you have in
    availability of materials - be it models of buildings, fortresses
    or even reinforcement from ordinary cubes. "Battles
    FANTASY "are open to anything that adds interest to the game and
    fascination.
    P + RECOMMENDATIONS. Since the strengthening of opponents
    can differ greatly from each other (in width, number of storeys, the presence of doors at the central gate, etc.), then to ensure
    the initial equality of forces of opponents, one should take into account this
    difference. For example, assign your own price to fortifications and, so
    just like your armies, buy them for the total previously agreed
    the amount of points.
    We offer one of the ways to calculate the cost
    fortifications. It consists in the following: measured
    overall dimensions of the reinforcement - length, width, height (see.
    fig. 3), in centimeters.
    Fig. 3

    H (height)

    B (width)

    Then all measured values ​​are added and
    the amount received is multiplied by 3.
    U = (a + b + h) x3, where U is the received reinforcement cost,
    a - reinforcement length, b - reinforcement width, h - height
    strengthening.
    Rounding off the total to tens, we get the final
    the cost of this reinforcement.
    This method is good because, the more powerful the strengthening
    the player wants to have, the more points he should spend on
    its acquisition.
    Also, if the opponents decide to play
    the siege of the fortress, then the besieged, who spent a lot of points
    on the fortifications, will have a small garrison.
    The besieger, in turn, will be able to significantly increase
    the strength of his forces, due to the fact that he did not spend points on
    strengthening. Thus, the real situation is when large
    the attacking forces attack the small garrison of the fortress,
    turns out by itself.
    2.9. Cubes.
    The game uses hexagonal cubes with numbering
    edges from 1 to 6. All actions (phases of the turn) in the game are performed
    with these cubes. Number used in the game
    dice depends on the amount of points by which the players
    recruit their army, at the rate of 1 cube for every 300 points
    in the event that the players have agreed not to take into account the cost
    fortifications in the total amount of points. For example, if the players
    agreed on the sum of 1000 points, then they, respectively,
    must use 3 (1000: 300 = 3.3 "3) dice in the game.
    If, for example, the agreed amount is 500 points, then
    players must use 2 (500: 300 = 1.66 "2) dice.
    If the players have agreed to take into account the cost
    fortifications in the total amount of points, then the number of dice
    is recruited at the rate of 1 cube for every 400 points of the total
    the amount.

    2.10. Determination of the winner.
    Each of the opponents seeks to win in
    battle.
    We offer several ways to determine the winner.
    The simplest of them is this: the player, clean
    who defeated the enemy's "manpower" is the winner
    battles. That is, if one of the players has no warriors left for
    the battlefield (the wounded are not counted), then his opponent is declared
    winner of the battle.
    Another way is that the players in advance
    agree on the number of moves after which
    the game ends and the players count the friend they hit
    damage to a friend, charging the full cost for each "killed"
    enemy warrior and half the cost for each "wounded"
    (the cost of the warriors is indicated in the Armlists). Player who inflicted
    more damage to the enemy is considered the winner of the battle.
    Another way is good when players are limited
    in time. After the expiry of the time agreed in advance,
    players stop fighting and go to counting
    damage caused as in the previous case. Player,
    who managed to inflict more damage on the enemy is declared
    the winner of the battle.
    In addition, some of the play sets come with
    scenarios for battles. In them, players need to win
    complete a specific task. For example - grab the flag
    enemy, take possession of a certain object, kill or
    wound a specific officer or mage of the enemy, do not give
    the enemy to send troops to any of his lines before
    a certain move, etc. In this case, the player, the first
    having completed their task, is declared the winner of the battle,
    regardless of the damage incurred.
    In addition to the suggested scenarios, players can
    play your own options for battles with the same or
    different goals for their armies.

    2.11. The deployment of troops.
    After completing the selection of their armies, players go to
    the placement of defensive fortifications and the deployment of troops on
    battlefield. This stage can be carried out in various ways.
    For example, players take turns putting up fortifications first,
    and then one detachment and one weapon, gradually creating
    starting position.
    Another way is that the players throw
    the die and the one who threw fewer points is the first to place
    your strength.
    As a result of the deployment of troops, the distance between
    enemy fortifications should be 0.8 - 1.5 meters, and
    distance from the player's warrior (weapon) to the nearest warrior
    (weapons) of the enemy - at least 50 cm.
    In addition, behind its original position (closer to its
    the border of the battlefield), each player must leave a place under
    "Hospital". The hospital is the place where the wounded are placed
    warriors. There are no hostilities on the territory of the hospital.
    Business cards with the names of those participating in the battle with
    the sides of each player of the units are laid out on the nearest
    to the player at the edge of the battlefield.
    2.12. Dispute Resolution.
    Before as