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BBLLAACCKK vveerrsseess BBLLUUEE
©2014
by
Joseph N. Wdowski
www.Move2attacK.com
Rules
Introduction: Black versus Blue is a squad to Battalion level strategy game of late
20th Century warfare in an abstract theater of operations.
Objective
There are two ways to achieve victory:
1) Eliminate all opposing units after the 20th turn.
2) Capture all opposing cities for one full turn while still in possession of all your own
cities.
Game Start
 Start units may only be placed in homeland at start of game. High roller places first unit
and moves first once both players have deployed their start units.
 Beginning of each turn one Cloud of War card must be drawn.
Cloud of War Deck
 At the start of each player's turn the players must pick one Cloud of War card from the
Cloud of War Deck. The card chosen effects that player's turn
Reinforcements
There are two ways players can receive reinforcements. Players before game start must
agree on which method they will use for game play.
If players cannot agree roll one die:
Even for Method One
Odd for Method Two
Method One:
Building units based on build points at the beginning of each turn
o Each controlled Town is worth 5 build points
o Each Controlled City is worth 10 build points.
o Each Entry Hex is worth 1 build point
o New units may only enter from original enter hexes in a player's homeland, based
on their Movement factor.
o Entry Hexes may be bombed preventing your opponent from using that entry
point.
o Enemy Entry Hexes may also be occupied, preventing your opponent from using
that Entry Hex.
o Unused build points may not be saved.
o If all Entry Hexes are destroyed or occupied by enemy units, player may build
for that turn, but may not enter the new units until one of their Entry Hexes are
liberated.
Method Two:
Reinforcement Time Table
o Consulting the Reinforcements Time Table players will at the beginning of their
turns receive a predetermined number of new units.
o All new units may enter the game from any unoccupied or destroyed original
home Entry Hex, based on their Movement factor.
o If a player has no unoccupied or undestroyed original home Entry Hexes the
player loses the reinforcements for that turn.
Battle lock and Combat range
 All units that do not have hit and run are battle locked once they roll an attack and may
not move.
 Units must engage when entering an enemies combat zone. Only Special Forces and
Recon may pass without engaging.
Combat
Rear attack +2 on roll
Flank attacks +1 on roll
 Retreated units must retreat full movement, owner of units choose direction.
 Routed units retreat full movement, opposing player decides direction. Routed units are
flipped and my not reengage unless rallied by a General or Colonel.
 One Infantry squad must be used as a guard unit for every 9 squads.
 Captured enemy equipment may be used at a cost of one infantry unit per equipment
counter.
 All ground/air/and sea units are equal to one squad of men.
 Prisoner exchanges my only be initiated during a player's turn.
Example of Combat
Combat is determined by the odds between the attacking unit and the defending unit. For example
if a Black Infantry Squad attacks a blue infantry squad they have the same combat strength. So the odds
would be 1-1. The attacker would then roll one die using the 1-1 odds column on the Combat chart for the
results of the engagement. The higher the odds an attacker can must the better the chance for a positive
outcome in their attack. For example: If the Black player attacks with two infantry squads against only
one Blue infantry squad the attacker will roll using the 2-1 odds column. If the attacker attacks a Infantry
squad with a Infantry platoon ( Platoon with a combat factor of 50 versus the squad with only a combat
factor of 15) the attacker would be attacking at a 3 to 1 odds. Two Platoons attacking one squad would
have a 6 to 1 advantage.
Defenders can use terrain as a way to increase their combat factors. For example if a squad is on a
hill and is attacked by an attacking infantry squad from a lower elevation the defender's combat is
doubled, making its combat value 30 not 15. The attacking squad would in this scenario would not be
attacking at 1:1 odds. It instead would be attacking at 1:2 odds. This would statistically give a slight
advantage to the defender for a favorable result. Attackers want to attack defenders at the highest odds
they can muster, with the use of additional units, artillery support, andor air support when making their
attacks.
Defenders want to increase their odds by using the terrain wisely, fortified positions in towns or
cities, using rivers to anchor their flanks from flank and rear attacks, and positioning themselves in the
combat ranges of other supporting units, including friendly artillery andor MRL's, and fighter air cover.
A single infantry squad deep behind enemy lines is extremely vulnerable to being eliminated. If
an attacker is able to achieve 7:1 odds or higher when making an attack, the defending unit is
automatically eliminated.
Stacking
 May not stack more than 5 counters per hex.
COMBAT CHART
1-6 1-5 1-4 1-3 1-2 1-1 2-1 3-1 4-1 5-1 6-1
1 A A A A A A A A A1
/2 A1
/2 A1
/2
2 A A A A A A1
/2 A1
/2 A1
/2 A1
/2 A1
/2 A1
/4
3 A A1
/2 A1
/2 A1
/2 A1
/4 A1
/4 A1
/4 A1
/4
A1
/4
DR
A1
/4
DB
D1
/2
4 A1
/2 AB
A1
/2
DR
A1
/2
DR
A1
/4
DB
AB
D1
/4
AB
D1
/2
AR
D1
/2
D1
/2 D1
/2 D
5 AB DR DR DB D1
/4 D1
/2 D1
/2 D D D D
6 DB D D D D D D D D D D
A = Attacker Eliminated D = Defender Eliminated
A1
/2 = Attacker loses 50% D1
/2 = Defender loses 50%
A1
/4 = Attacker loses 25% D1
/4 = Defender loses 25%
AR = Attacker retreats three DR = Defender retreats three
AB = Attacker breaks (routed) by three
Direction determined by opponent.
DB = Defender breaks (routed) by three
Direction determined by opponent.
 Retreated units must retreat full movement, owner of units choose direction.
 Routed units retreat full movement, opposing player decides direction. Routed units are flipped
and may only be rallied if in the command range of a General or Colonel.
 Must roll one die against opponent's roll add command factor to roll. Only one individual per
unit can be attempted to be rallied per turn.
Map Terrain
OPEN TERRAIN
MAJOR RIVER
Ground units may only cross by using a bridge or pontoon bridge
MINOR RIVER
Ground units must halt reaching rivers to cross, combat cut in half when
crossing.
Woods
Ground units may only move one hex per turn
Jump Jets, Air Cavalry, and Attack helicopters may not enter.
HILL
Units above attacker are double in combat (inside the brown line is
considered above.
TOWN OR CITY
Ground units are double in combat
Units within towns or cities do not directional combat disadvantage.
Attacking units do not receive an advantage when making flank or rear
attacks on a defenders.
ROADS
Ground movement is increased by 2 and is unhampered when crossing
rivers or traveling through woods.
BLACK ENTRY HEX
Only black units may enter from these hexes
BLUE ENTRY HEX
Only blue units may enter from these hexes
Cost Unit Start Combat Range Movement Special Attributes
9
General
1 +2 4 3- 6 road
 Adds two to die roll for units attacking in
his command
 Minus two on die roll for all units
defending in his command.
 Can only be captured
 +2 for Artillery and Air support (range 2)

4
Colonel
3 -1 2 3 - 6 road
 Adds one to die roll for units attacking in
his command
 Minus one on die roll for all units
defending in his command.
 Can only be captured
 +2 for Artillery and Air support (range 2)
9
Infantry
Company
9 150 1 1
 Double when defending in
towns/woods/cities/passes
3
Infantry
Platoon 50 1 1
 Double when defending in
towns/woods/cities/passes
1
Infantry
Squad 15 1 1
 Double when defending in
towns/wood/cities/passes
3
SPECIAL
Forces
2 20 1 2
 May enter Mountain hexes. Triple in
Mountains.
 first strike Odd/Even (kill)
 +2 for Artillery and Air support (range 2
range 4 from Mountain hex.
 May not be attacked by enemy units until
it attacks
 May destroy bridges and build points.
 May be held in reserve and dropped
anywhere on the board not within an
enemy units combat zone.
6
ARMOR
6 25 2 4  Double against infantry in open
4
Armored
Personnel
Carrier
(APC) 3 10 1 4
 May carry one Company
 Double against Infantry in open
Cost Unit Start Combat Range Movement Special Attributes
3
RECON
1 5 1 5 - 6 road
 first strike Odd/Even (kill)
 +2 for Artillery and Air support (range 2)
 May not be attacked by enemy units until
it attacks
 May carry one squad/special forces
2
Transport
6 5 0 2 - 6 road
 May not attack
 May carry one company
7
Engineers
2 10 0 4
 May repair bridges, cities, entries, and
may clear passes
 May destroy bridges and passes
 May double as a bridge for other ground
units.
 Engineers in two turns can rebuild
destroyed areas
3
Artillery
3 30 2 2 - 6 road
5
Self-
propelled
Gun
(SPG) 3 20 2 3  May do hit and run
6
Multi Rocket
Launcher
(MRL) 2 20 4 4  May do hit and run.
6
Surface to
Air Missiles
(SAM)
4 0 4 4
 May not attack Can defend a radius of 4
hex
 First Strike odd/even (kill)
 May only attack air units
6
Attack
Helicopters
3 25 1 18
 Double against Amour, APCs, Transports.
Engineers, Artillery, SPGs, MRL.
 May do hit and runs
 May not fly over mountains.
Cost Unit Start Com Range Move Special Attributes
6
Air Cavalry
(Air Cav.) 3 45 1 18
 May carry one platoon
 May deploy and run.
 May not fly over mountains.
9
Jump Jets
1 25 0 50
 May land in any open terrain or in city.
 May hit and run
8
Fighters
25 - 0 - ∞
2 25 0 ∞
 Unlimited range on board
 Must return to a town or city after each
attack or move
 May not defend against ground attacks or
helicopter
 First Strike odd/even (kill) against
Bombers attacking.
10
BOMBER
2 50 ∞ ∞
 Bombers are held off board. They can only
be destroyed while attacking.
 Bombers are double against units in Cities
or towns,
 Bombers can destroy one hex of bridges,
cities, towns , and entry hexes.
 Roll Two dice 2, 7, or 11 for destruction.

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Black vs. Blue - Rules

  • 1. BBLLAACCKK vveerrsseess BBLLUUEE ©2014 by Joseph N. Wdowski www.Move2attacK.com Rules Introduction: Black versus Blue is a squad to Battalion level strategy game of late 20th Century warfare in an abstract theater of operations. Objective There are two ways to achieve victory: 1) Eliminate all opposing units after the 20th turn. 2) Capture all opposing cities for one full turn while still in possession of all your own cities. Game Start  Start units may only be placed in homeland at start of game. High roller places first unit and moves first once both players have deployed their start units.  Beginning of each turn one Cloud of War card must be drawn. Cloud of War Deck  At the start of each player's turn the players must pick one Cloud of War card from the Cloud of War Deck. The card chosen effects that player's turn
  • 2. Reinforcements There are two ways players can receive reinforcements. Players before game start must agree on which method they will use for game play. If players cannot agree roll one die: Even for Method One Odd for Method Two Method One: Building units based on build points at the beginning of each turn o Each controlled Town is worth 5 build points o Each Controlled City is worth 10 build points. o Each Entry Hex is worth 1 build point o New units may only enter from original enter hexes in a player's homeland, based on their Movement factor. o Entry Hexes may be bombed preventing your opponent from using that entry point. o Enemy Entry Hexes may also be occupied, preventing your opponent from using that Entry Hex. o Unused build points may not be saved. o If all Entry Hexes are destroyed or occupied by enemy units, player may build for that turn, but may not enter the new units until one of their Entry Hexes are liberated. Method Two: Reinforcement Time Table o Consulting the Reinforcements Time Table players will at the beginning of their turns receive a predetermined number of new units. o All new units may enter the game from any unoccupied or destroyed original home Entry Hex, based on their Movement factor. o If a player has no unoccupied or undestroyed original home Entry Hexes the player loses the reinforcements for that turn.
  • 3. Battle lock and Combat range  All units that do not have hit and run are battle locked once they roll an attack and may not move.  Units must engage when entering an enemies combat zone. Only Special Forces and Recon may pass without engaging. Combat Rear attack +2 on roll Flank attacks +1 on roll  Retreated units must retreat full movement, owner of units choose direction.  Routed units retreat full movement, opposing player decides direction. Routed units are flipped and my not reengage unless rallied by a General or Colonel.  One Infantry squad must be used as a guard unit for every 9 squads.  Captured enemy equipment may be used at a cost of one infantry unit per equipment counter.  All ground/air/and sea units are equal to one squad of men.  Prisoner exchanges my only be initiated during a player's turn. Example of Combat Combat is determined by the odds between the attacking unit and the defending unit. For example if a Black Infantry Squad attacks a blue infantry squad they have the same combat strength. So the odds would be 1-1. The attacker would then roll one die using the 1-1 odds column on the Combat chart for the results of the engagement. The higher the odds an attacker can must the better the chance for a positive outcome in their attack. For example: If the Black player attacks with two infantry squads against only one Blue infantry squad the attacker will roll using the 2-1 odds column. If the attacker attacks a Infantry squad with a Infantry platoon ( Platoon with a combat factor of 50 versus the squad with only a combat factor of 15) the attacker would be attacking at a 3 to 1 odds. Two Platoons attacking one squad would have a 6 to 1 advantage. Defenders can use terrain as a way to increase their combat factors. For example if a squad is on a hill and is attacked by an attacking infantry squad from a lower elevation the defender's combat is doubled, making its combat value 30 not 15. The attacking squad would in this scenario would not be attacking at 1:1 odds. It instead would be attacking at 1:2 odds. This would statistically give a slight advantage to the defender for a favorable result. Attackers want to attack defenders at the highest odds they can muster, with the use of additional units, artillery support, andor air support when making their attacks.
  • 4. Defenders want to increase their odds by using the terrain wisely, fortified positions in towns or cities, using rivers to anchor their flanks from flank and rear attacks, and positioning themselves in the combat ranges of other supporting units, including friendly artillery andor MRL's, and fighter air cover. A single infantry squad deep behind enemy lines is extremely vulnerable to being eliminated. If an attacker is able to achieve 7:1 odds or higher when making an attack, the defending unit is automatically eliminated. Stacking  May not stack more than 5 counters per hex. COMBAT CHART 1-6 1-5 1-4 1-3 1-2 1-1 2-1 3-1 4-1 5-1 6-1 1 A A A A A A A A A1 /2 A1 /2 A1 /2 2 A A A A A A1 /2 A1 /2 A1 /2 A1 /2 A1 /2 A1 /4 3 A A1 /2 A1 /2 A1 /2 A1 /4 A1 /4 A1 /4 A1 /4 A1 /4 DR A1 /4 DB D1 /2 4 A1 /2 AB A1 /2 DR A1 /2 DR A1 /4 DB AB D1 /4 AB D1 /2 AR D1 /2 D1 /2 D1 /2 D 5 AB DR DR DB D1 /4 D1 /2 D1 /2 D D D D 6 DB D D D D D D D D D D A = Attacker Eliminated D = Defender Eliminated A1 /2 = Attacker loses 50% D1 /2 = Defender loses 50% A1 /4 = Attacker loses 25% D1 /4 = Defender loses 25% AR = Attacker retreats three DR = Defender retreats three AB = Attacker breaks (routed) by three Direction determined by opponent. DB = Defender breaks (routed) by three Direction determined by opponent.  Retreated units must retreat full movement, owner of units choose direction.  Routed units retreat full movement, opposing player decides direction. Routed units are flipped and may only be rallied if in the command range of a General or Colonel.  Must roll one die against opponent's roll add command factor to roll. Only one individual per unit can be attempted to be rallied per turn.
  • 5. Map Terrain OPEN TERRAIN MAJOR RIVER Ground units may only cross by using a bridge or pontoon bridge MINOR RIVER Ground units must halt reaching rivers to cross, combat cut in half when crossing. Woods Ground units may only move one hex per turn Jump Jets, Air Cavalry, and Attack helicopters may not enter. HILL Units above attacker are double in combat (inside the brown line is considered above. TOWN OR CITY Ground units are double in combat Units within towns or cities do not directional combat disadvantage. Attacking units do not receive an advantage when making flank or rear attacks on a defenders. ROADS Ground movement is increased by 2 and is unhampered when crossing rivers or traveling through woods. BLACK ENTRY HEX Only black units may enter from these hexes BLUE ENTRY HEX Only blue units may enter from these hexes
  • 6. Cost Unit Start Combat Range Movement Special Attributes 9 General 1 +2 4 3- 6 road  Adds two to die roll for units attacking in his command  Minus two on die roll for all units defending in his command.  Can only be captured  +2 for Artillery and Air support (range 2)  4 Colonel 3 -1 2 3 - 6 road  Adds one to die roll for units attacking in his command  Minus one on die roll for all units defending in his command.  Can only be captured  +2 for Artillery and Air support (range 2) 9 Infantry Company 9 150 1 1  Double when defending in towns/woods/cities/passes 3 Infantry Platoon 50 1 1  Double when defending in towns/woods/cities/passes 1 Infantry Squad 15 1 1  Double when defending in towns/wood/cities/passes 3 SPECIAL Forces 2 20 1 2  May enter Mountain hexes. Triple in Mountains.  first strike Odd/Even (kill)  +2 for Artillery and Air support (range 2 range 4 from Mountain hex.  May not be attacked by enemy units until it attacks  May destroy bridges and build points.  May be held in reserve and dropped anywhere on the board not within an enemy units combat zone. 6 ARMOR 6 25 2 4  Double against infantry in open 4 Armored Personnel Carrier (APC) 3 10 1 4  May carry one Company  Double against Infantry in open
  • 7. Cost Unit Start Combat Range Movement Special Attributes 3 RECON 1 5 1 5 - 6 road  first strike Odd/Even (kill)  +2 for Artillery and Air support (range 2)  May not be attacked by enemy units until it attacks  May carry one squad/special forces 2 Transport 6 5 0 2 - 6 road  May not attack  May carry one company 7 Engineers 2 10 0 4  May repair bridges, cities, entries, and may clear passes  May destroy bridges and passes  May double as a bridge for other ground units.  Engineers in two turns can rebuild destroyed areas 3 Artillery 3 30 2 2 - 6 road 5 Self- propelled Gun (SPG) 3 20 2 3  May do hit and run 6 Multi Rocket Launcher (MRL) 2 20 4 4  May do hit and run. 6 Surface to Air Missiles (SAM) 4 0 4 4  May not attack Can defend a radius of 4 hex  First Strike odd/even (kill)  May only attack air units 6 Attack Helicopters 3 25 1 18  Double against Amour, APCs, Transports. Engineers, Artillery, SPGs, MRL.  May do hit and runs  May not fly over mountains.
  • 8. Cost Unit Start Com Range Move Special Attributes 6 Air Cavalry (Air Cav.) 3 45 1 18  May carry one platoon  May deploy and run.  May not fly over mountains. 9 Jump Jets 1 25 0 50  May land in any open terrain or in city.  May hit and run 8 Fighters 25 - 0 - ∞ 2 25 0 ∞  Unlimited range on board  Must return to a town or city after each attack or move  May not defend against ground attacks or helicopter  First Strike odd/even (kill) against Bombers attacking. 10 BOMBER 2 50 ∞ ∞  Bombers are held off board. They can only be destroyed while attacking.  Bombers are double against units in Cities or towns,  Bombers can destroy one hex of bridges, cities, towns , and entry hexes.  Roll Two dice 2, 7, or 11 for destruction.