CAPTAIN'S PHLOG                                    2020.04.10
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It was rainy and cold last night. When dawn comes today I
expect more of the same. To busy myself I threw together
these silly squad level miniature rules to go with my
Russian 54mm Tehnolog figures. If you're not familiar with
them they are "toy soldiers" but some of the sculpts are
quite dynamic and there is a wide range of subjects to
choose from. I enjoy painting them because my eyes just
can't do justice to twenty-eights any more. I hope they
amuse you.

Drop me a line:
[theNumberSixtyTwo]connolly[circleA][GoogleDomain]

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                       The Rules!
                     (with no name)

             A set of fast-play low-realism
           rules I wrote to stave off boredom.

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For two players.

Use any consistent figure scale.

Played on a square grid.

Individual squares should fit the figures' bases.
(For example 2.5cm squares would be appropriate for 25-30mm)
(I use 5cm squares with my 54mm figures)

Each player controls a BAND made up of FIGHTERS. Bands
should normally be of equal size unless providing a handicap
or as dictated by a scenario.

Randomization is accomplished through a deck of standard
playing cards. The deck is shuffled and split evenly into
two personal draw piles. Each player will shuffle one joker
into their personal draw pile. Each player begins the game
with a hand of six cards drawn from their draw pile. If a
player runs out of cards they will shuffle their spent card
pile. This becomes their new personal draw pile.

A FIGHTER is either capable of RANGED or HAND-TO-HAND
fighting based upon the figure's sculpted primary weapon.

Players should populate the board with terrain in whatever
manner they agree to.

Players take turns activating FIGHTERS. On a player's turn
they will: 1) Draw cards to bring their hand size back up to
six. 2) Nominate a FIGHTER to activate. 3) Play a card from
their hand indicating the activated figure's MOVEMENT in
squares for the turn. 4) Expend MOVEMENT and ATTACK in any
order until they announce the end of their turn.

                        MOVEMENT
-------------------------------------------------------------

MOVEMENT is to orthogonal squares only. FIGHTERS may not
pass through or end their move in a square occupied by
another FIGHTER.

After moving, the current player places their played
movement card in their spent card pile.

A figure may jump one square for every two points of
movement used with a minimum of four movement points spent.
Spending four movement points moves a figure two squares
jumping over one intervening square, spending six jumps over
two intervening squares, et cetera. A jump must be in a
straight line.

                        ATTACKING
-------------------------------------------------------------

On any activation, a FIGHTER may make one ATTACK.

A FIGHTER making a HAND-TO-HAND attack must end their
movement upon initiating an attack and may not move further
on this turn.

RANGED attacks may be made against any opposing FIGHTER in
LINE-OF-SIGHT and at any point during MOVEMENT.

To make an ATTACK, the attacking and defending player
each select a card from their hand. The cards are then
compared with the player playing the higher value card
winning the trick. If a player wins by four or more points
the loosing player will remove their figure from play.
Whatever the scale of the result, the winning player keeps
both cards in their personal spent card pile.

                          TERRAIN
-------------------------------------------------------------

More terrain translates into a more interesting game.

All terrain occupies squares.

There are different types of terrain including SET DRESSING,
WALLS, DOORS, PITS, and OBSTACLES.

SET DRESSING has mo effect on game play but does make for a
more attractive and realistic play area.

WALLS are impassible. Fighters may not scale walls or enter
a square occupied by a wall.

Each game begins with all DOORS closed. A player may spend
one movement point to open or close a door. Players may pass
through or end their turn in an open doorway. An exception
are Star-Trek-Doors which open/close when a figure
enters/exits their square. Ending movement in any door-frame
keeps it from closing.

PITS may only be crossed by JUMPing. A figure ending it's
movement in a pit is removed from play.

OBSTACLES take more effort to cross. Navigate them as per
pits.

                        THE JOKERS
-------------------------------------------------------------

A player may play their joker as soon as their opponent
reveals one single card for movement or attack. The player
of the joker dictates a new value for the targeted card.
Example: If an attacker reveals a Queen, the opposing player
may immediately reveal their joker and declare "You actually
played a six" or two or whatever. Cards are placed in the
spent card pile as normal. However a played joker must be
placed in the other players spent card pile.

A joker may be used to cancel the effect of a joker with
each player placing their joker in their own spent card
pile.