Uploaded by David Allen

GENERALS 20150301

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© 2013 by David H. Allen
Fantasy General
GENERAL
A solitaire game of strategic warfare.
Preparing the Game
Print out both the map and counter sheet (and, optionally, these rules). It is recommended that the counters be printed on
cardstock, and/or laminated to make them easier to pick up and move.
In addition, you will need at least one, and ideally two, d20, d12, d10, d8, d6, and d4 dice.
Setting Up
Each Faction starts with one General. Roll to create a General for each Faction and place that General in the Capital of
those Faction. Roll for Garrison in each City and in the Capital and place counters as a result.
Strategic Turns
Check for creation of new Generals, based on Resources. Cross reference the Number of Generals currently fielded by
those Faction with the number of Resource Points controlled by those Faction. Generate a new General for each. If the
number is negative, randomly eliminate that many Generals currently in the field.
Each City or Capital under control of the Faction counts 1 Resource Point.
Resource Points
Number of Generals 1-2 3-5 6-8 >8
1
2
2
3
0
0
1
1
2
1
-1
0
1
1
2-3
-2
-1
0
0
4
-3
-2 -1
0
>4
For each General, select a General counter, roll for Characteristics, and record the name of the General and all
Characteristics on the log. Place any newly generated Generals on the Capital of that Faction.
Decide Initiative
To keep things simple, Initiative is always in the same order:
1. Nomads (yellow)
2. Sea Farers (blue)
3. Barbarians (red)
4. Hill Peoples (black)
5. Ranchers (brown)
6. Farmers (green)
If one or more Factions are not in the game, simply skip their turns and ignore their Capitals and Cities.
Strategic Decision
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© 2013 by David H. Allen
For each General in the Faction with Initiative, roll a Reputation die, apply Die Roll Modifiers (DRMs), and consult the
Strategic Decision Matrix. Move (or not) that General accordingly. Continue until all Generals in that Faction have rolled
for Strategic Decision.
Generals normally operate independently. However, if two friendly Generals begin a Strategic Turn in the same Region,
they must make opposed Reputation rolls. If one scores higher than the other, that General becomes the Commanding
General and the other General becomes the Subordinate General, otherwise the two Generals remain independent.
A Subordinate follows the Strategic and Tactical Decisions of the Commanding General and moves and fights with him.
A Subordinate can only break off from the Commanding General in the Aftermath phase. A Commanding General may
have any number of Subordinates. When generating armies in preparation for Battle, generate an Army for each General
and combine them.
If one or more Generals from different Factions occupy the same Region, or if a General occupies a Region containing an
uncontrolled enemy City, at the end of a Faction’s Strategic Decision Phase, a Battle ensues. Go the Tactical Phase and
resolve any Battles before continuing to the next Faction’s Strategic Decision Phase.
Reputation
Bloodthirsty d12
Overconfident d10
Heroic d8
Natural Leader d6
Cautious d4
Yellow d4-1
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Fantasy General
© 2013 by David H. Allen
Strategic Decision Matrix
Die Roll
Bloodthirsty
Overconfident
Heroic
Natural
Leader
Cautious
Yellow
9, 10
Charge.
Charge.
Charge.
Hasty Advance.
Hasty
Advance.
Advance.
Advance.
4,5,6,7,8
Hasty
Advance.
Advance.
2,3
Hasty Advance.
Advance.
Camp.
1
Advance.
Cautious
Advance.
Cautious
Advance.
Camp.
Cautious
Advance.
Camp.
Cautious
Advance.
Camp.
Retreat
Retreat.
Retreat.
Hasty
Retreat.
Die Roll Modifiers
+6 if starting in a Region containing the friendly Capital.
+4 if starting in a Region containing a friendly City.
+2 if starting in a Region containing an controlled enemy City.
Charge: Cavalry move up to 5 Regions, combined arms and infantry up to 3 Regions, by the shortest route toward the
Region containing the nearest enemy Army or City and move into that Region.
Hasty Advance: : Cavalry move up to 4 Regions, combined arms and infantry up to 2 Regions, by the shortest route
toward the Region containing the nearest enemy Army or City and move into that Region.
Advance: Cavalry move up to 3 Regions, combined arms and infantry 1 Region, by the shortest route toward the Region
containing the nearest enemy Army or City and move into that Region.
Cautious Advance: Cavalry, combined arms and infantry move 1 Region, by the shortest route toward the Region
containing the nearest enemy Army or City and move into that Region.
Camp: Army remains in current Region.
Retreat: Cavalry move up to 3 Regions, combined arms and infantry 1 Region, by the shortest route toward the Region
furthest from any enemy Army or City, and closer to a friendly City or other friendly Army.
Hasty Retreat: Cavalry move up to 4 Regions, combined arms and infantry 2 Regions, by the shortest route toward the
Region furthest from any enemy Army or City, and closer to a friendly City or other friendly Army.
When a General stops moving, make a mental note of the direction and Path taken to enter the Region, or mark it with a
Direction counter.
Movement must stop in a Region which contains an enemy City or General.
If the Region moved into contains an enemy General, a Battle ensues with the enemy General’s Army.
If the Region moved into contains an enemy City and no enemy General, a Battle ensues with the City and its Garrison.
If the new Region contains both an enemy General and an enemy City, the enemy General must be defeated in Battle
before the City can be engaged in Battle.
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Fantasy General
© 2013 by David H. Allen
Overconfident
Heroic
Cautious
Attack. Add
+2 DRM
Combat Roll
for this round.
General in
Combat.
Attack.
Attack.
Tactical Decision Matrix
Die Roll
Bloodthirsty
Natural
Leader
9, 10
Attack. Add +1
DRM Combat
Roll for this
round.
Attack. Subtract
-1 DRM Combat
Roll for this
round.
4,5,6,7,8
Attack.
Attack.
2,3
Attack if this
side has more
Attack points
than the enemy,
otherwise
Defend.
Attack if this
side has more
Attack points
than the enemy
AND this side
has lost fewer
tokens than the
enemy otherwise
Defend.
Attack if this
side has more
Attack points
than the
enemy,
otherwise
Defend.
Defend if this
side has lost
fewer tokens
than the
enemy,
otherwise
Retreat.
1
Defend.
Defend.
Defend. Add
+2 DRM
Combat Roll
for this round.
General in
Combat.
Retreat.
Attack if this
side has more
Attack points
than the
enemy,
otherwise
Defend.
Attack if this
side has more
Attack points
than the enemy,
otherwise
Defend.
Attack if this
side has more
Attack points
than the enemy
AND this side
has lost fewer
tokens than the
enemy
otherwise
Defend.
Defend if this
side has more
Defense points
than the enemy
AND this side
has lost fewer
tokens than the
enemy
otherwise
Retreat.
Retreat if this
side has lost
fewer tokens
than the enemy
otherwise Rout.
Yellow
Defend.
Retreat if
this side has
lost more
tokens than
the enemy,
otherwise
Defend.
Retreat.
Rout.
Die Roll Modifiers
Subtract 1 for every Unit lost so far in this Battle.
Add 1 if at least one Unit has a higher Mobility rating than the highest Mobility rating of the enemy IF the Battle takes
place in Open terrain.
Add 1 if this side has Field Artillery and the other side does not.
Add or subtract the difference in the number of Units in the Battle on each side.
Add 2 if the enemy is in a besieged City.
Siege Combat Decision
A Garrison is commanded by an intrinsic commander who will always choose Defend.
Tactical Skill Characteristic
Each General gets a rating for both Attack and Defense.
Legendary
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Fantasy General
Heroic
Veteran
Seasoned
Novice
d12
d10
d8
d6
General Generation Table
Generals are Combined Arms, Infantry, or Cavalry. This does not imply that the armies commanded by those Generals
consist only of that type of Unit, only that the commanding General favors that type or that type is more readily recruited,
equipped, and trained by that General’s Faction.
Roll 1d0 and consult the table below to determine what type of General will be generated.
General Type Generation Table
d10
Result
10
Sea Farers
Hill Peoples
Infantry
Infantry
8,9
Infantry
Infantry
4,5,6,7
Infantry
Infantry
2,3
Combined
Arms
Cavalry
Combined
Arms
Combined
Arms
1
David Allen
Faction
Barbarians
Farmers
Combined
Arms
Combined
Arms
Combined
Arms
Cavalry
Cavalry
Page 5
Ranchers
Nomads
Infantry
Infantry
Cavalry
Combined
Arms
Combined
Arms
Combined
Arms
Cavalry
Combined
Arms
Combined
Arms
Cavalry
Cavalry
Cavalry
Combined
Arms
6/17/2023
Cavalry
Cavalry
© 2013 by David H. Allen
Fantasy General
General Characteristics Table
Combined Arms
Die
Roll
12+
11
10
9
8
7
6
5
4
3
2
1
0
<0
Infantry
Cavalry
Tactical Attack Defense Tactical Attack Defense Tactical Attack Defense
B
B
O
O
H
H
N
N
N
N
C
C
Y
Y
d12
d10
d12
d10
d12
d10
d12
d10
d8
d6
d6
d4
d6
d4
d12
d10
d12
d10
d12
d10
d12
d10
d8
d6
d6
d4
d6
d4
B
B
O
O
H
H
N
N
N
N
C
C
Y
Y
d10
d8
d10
d8
d10
d8
d10
d8
d6
d4
d6
d4
d4
d4
d12
d10
d12
d10
d12
d10
d12
d10
d8
d6
d6
d6
d6
d4
B
B
O
O
H
H
N
N
N
N
C
C
Y
Y
d12
d10
d12
d10
d12
d10
d12
d10
d8
d6
d6
d4
d6
d4
d10
d8
d10
d8
d10
d8
d10
d8
d6
d4
d4
d4
d4
d4
DRMs?
Probably should come from random events or politcs cards or events…e.g. clerical blessing, kings endowment etc.
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© 2013 by David H. Allen
Fantasy General
Army Generation Table
When a Battle begins, an Army is generated for each General. Roll the Reputation die and adjust with any DRM.
Garrisons use Reputation of d8. If there are more than one General from a Faction in an Region where a Battle begins,
generate an Army for each of them based on their individual Reputations, then combine them into one large Army.
However, no more than three units of the same type and strength (e.g. Light Cavalry, Heavy Infantry) are permitted on
any one side in a Battle.
Generals from the same Faction then make opposed Reputation rolls until one emerges as the Commanding General
and the others are Subordinates. The Commanding General commands the entire Army and his characteristics are used for
all decisions.
Combined Arms General
Infantry General
Cavalry General
Garrison
Die
Roll
Infantry
Cavalry
Other
Infantry
Cavalry
Other
Infantry
12+
2xHeavy
2xLine
1xHeavy
1xCavalry
1xLight
2xField
Art
3xHeavy
3xLine
1xHeavy
2xField
Art
2xLine
11
1xHeavy
2xLine
1xHeavy
1xCavalry
1xField
Art
2xHeavy
3xLine
1xCavalry
1xField
Art
1xLine
1xCavalry
1xLight
1xField
Art
1xCavalry
1xField
Art
1xLine
1xCavalry
n/a
lxLine
1xLight
n/a
1xLight
n/a
n/a
1xLight
2xCavalry
n/a
n/a
n/a
1xLight
1xCavalry
1xLight
n/a
n/a
n/a
n/a
1xCavalry
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
1xCavalry
1xCavalry
2xLight
n/a
n/a
n/a
10
9
8
7
6
5
4
3
<3
1xHeavy
1xLine
1xLight
1xHeavy
2xLine
2xLine
2xLight
2xLine
1xLight
2xLine
1xLine
lxLight
1xLine
1xLine
lxLine
2xCavalry
1xCavalry
1xField
Art
1xField
Art
1xCavalry
n/a
1xCavalry
n/a
2xLight
n/a
2xLight
1xLight
1xLight
n/a
n/a
n/a
2xHeavy
2xLine
1xLight
1xHeavy
2xLine
2xLine
2xLight
2xLine
1xLight
2xLine
1xLine
lxLight
1xLine
1xLine
2xLight
Cavalry
1xHeavy
2xCavalry
2xLight
1xHeavy
1xCavalry
2xLight
1xHeavy
1xCavalry
1xLight
2xCavalry
2xLight
2xCavalry
1xLight
Other
Garrison
Other
2xField
Art
2xGarrison
2xHeavy
Art
1xField
Art
2xGarrison
1xHeavy
Art
1xField
Art
1xGarrison
1xHeavy
Art
1xField
Art
n/a
1xGarrison
1xGarrison
1xGarrison
1xGarrison
1xGarrison
1xGarrison
1xGarrison
1xGarrison
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
If the only enemy Army is a Garrison, replace Field Artillery with Heavy Artillery.
Die Roll Modifiers
Add +2 if in an Region containing the friendly Capital City.
Add +1 if in an Region containing a friendly, non-Capital City.
Subtract -1 if a path from the friendly Army to the closest friendly or controlled enemy City is longer than four Regions.
Path may not be traced through Regions containing enemy General or City.
Subtract -4 if no path to a friendly or controlled enemy City can be traced that does not contain an enemy City or Army.
Battles
Before the Battle begins, roll to generate an Army for each General in the Region. Place counters representing those Units
on the Battle Display on the relevant side. Specific placement of Units does not matter.
Sequence of Play (Tactical Turns)
1. Players roll for Tactical Decision. Each General will have chosen Attack, Defend, Retreat, or Rout.
2. Check for the end of the Battle.
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a. If one General chooses Retreat and the enemy Army does not have at least one Unit with a mobility that is higher than
the Unit with the highest mobility rating in the retreating Army, the Battle is over.
b. If one General chooses Retreat and the enemy Army has at least one Unit with a mobility that is higher than the Unit
with the highest mobility rating in the retreating Army, the Battle continues and the retreating Army is treated as if it were
Defending.
c. If both Generals choose Retreat, the Battle is over.
d. If both Generals choose Defend, nothing happens – go back to Step 1. If this is the third consecutive Tactical Turn in
which both Generals chose either Defend or Retreat, the Battle is over.
e. If one General has no Units remaining, the Battle is over.
f. If one General chooses Rout, the Battle is over.
g. If none of the above conditions are met, the Battle continues.
2. Each players rolls the relevant Attack or Defense die for their General. The difference in the two rolls is the number of
hits taken by Army with the lower roll. Hits must be allocated to Unit(s) receiving them, at the discretion of the General of
that Army. However, hits must be allocated evenly – no Unit can be allocated a second hit before all Units have received
at least one hit, etc. For each hit received, a Unit must make a Morale check. Base Morale is d6, and Morale passes on 4+.
Adjust Morale roll as follows if the Battle took place in:
Barbarians +1 in Forest.
Hill Peoples +1 in Mountains.
Sea Farers +1 in Coastal.
Farmers, Ranchers 0.
Nomads +1 in Open, -1 in Forest.
Garrison +1 if the attacking Army does not have Heavy Artillery.
A Unit that fails a Morale check is removed from the Battle Display.
End of Battle
At the conclusion of a Battle, any General in command of an Army with no Units, or has chosen Rout, has lost the Battle
and must move out of the Region in which the Battle took place. This may be into a Region already occupied by an enemy
or friendly Army or City.
A General who has lost a Battle must pass (4+) a Reputation check, with the following DRMs:
-2 if the Battle ended in a Rout
-1 if the Battled ended with no Units
Reputation
Bloodthirsty
Overconfident
Heroic
Natural Leader
Cautious
Yellow
d12
d10
d8
d6
d4
d4-1
A General that loses a Reputation check is removed from the game.
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If two or more Generals (a Commanding General and one or more Subordinate Generals) were on the losing side in a
Battle, only the Commanding General must make a Reputation check. If the Commanding General fails the check and is
eliminated, and only one Subordinate General remains, the Subordinate automatically becomes an independent (normal)
General. If more than one Subordinate General remains, roll Reputation checks in random order for each until only one
remains.
DESIGN NOTES
“War is a serious game, in which one can endanger his reputation and his country.” – Napoleon
Bonaparte
The objective was to design a game that could be played solitaire or with one or more live opponents. Live players can
each assume command of one of more Generals, or even multiple Factions, and simply ignore the rules related to the AI
mechanic. The solitaire player can assume the role and control of one or more Generals, or may run the entire game using
the AI mechanics for all Generals. In the latter case, the course of the game will be entirely subject to the roll of the dice.
That is not to say, however, that the AI mechanics produce “random” results. They should, over time, produce a
reasonable outcome in which the fortunes of war favor the reputation, skilled, and aggressive Generals over those less so.
Probably the most unusual aspect of this game design is that units and armies aren’t moved around the board – only
Generals. Armies are generated “on the fly” when a battle ensues. It may bother some people that a General might be able
to field a large army, win a battle, and then shortly afterwards only have a few weak units under his command, or vice
versa. While the AI mechanic tends to make such a sequence unlikely, it can happen. So go the fortunes of war. The
change in the size of an army (and its composition) may have been a result of desertions, enlistments, units falling behind
on the march, etc. The forces available for a battle in the game don’t necessarily represent ALL forces under the command
of that General – only those that showed up on the field and got involved in the actual fighting. As a practical matter, this
aspect of the game design substantially reduces the number of counters needed to play the game.
Other people may be bothered that a General who loses a battle but survives the Reputation check does not suffer any long
term adverse affect. This is not historically counterfactual. Reputations, once gained, are difficult to dispel or alter,
regardless of actual performance. George Washington lost battle after battle yet maintained a near godlike reputation
among his soldiers. Another George (McClellan) was very popular with his men despite having done little to advance the
Union cause.
The inspiration for this game came from three sources. The notion of various factions with differing approaches and
capabilities at warfare was inspired by “Barbarian Kings.” The use of the abstract “network” map, instead of a literal map,
for movement came from “De Bellis Antiquitatis.” Most of the game mechanics were inspired by the mass combat rules
include in “Savage Worlds.” I liked the simplicity of the SW rules, but I wanted to be more specific about the various
capabilities of different units, in terms of their ability to attack, defend, and maneuver. The characteristics of the Generals
are based very heavily on the SW rules, and in fact many of the same Edges and Hindrances terms are used to describe
them (Heroic, Timid, etc.). This is because I hope to eventually morph GENERAL into something that replaces the
original SW mass combat rules.
One thing I avoided almost entirely was the need for accounting – keeping track of numbers. Aside from recording the
characteristics of generated Generals, the only accounting required is counting up the number of Cities in control of each
Faction.
Random Decisions
In some cases, the solo player will be faced with two or more options in applying the AI mechanic. In that case, a decision
needs to be made randomly. If there are two options, assign one option “odd” and the other “even” and roll 1d6 to decide
which option to take. If there are three options, assign a result of 1 or 2 to one option, 3 or 4 to the second option, and 5 or
6 to the third option, and roll 1d6 to generate the result. If there are four, five, or six options, assign a single result
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© 2013 by David H. Allen
(1,2,3,4,5 or 6) to each option and roll 1d6 for the result. If the result is unassigned (e.g. a 5 when only four options exist),
roll again.
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© 2013 by David H. Allen
Fantasy General
GENERALS
General Characteristics Log
Name
David Allen
Faction
Type
Page 11
Reputation
Attack
6/17/2023
Defense
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