Gettysburg: Badges of Courage by Columbia Games
Initiative Cards by Dan Zachary
Here are the "Gettysburg" version of the rules. I have also posted rules and cards for "Borodino" both by Columbia Games.
Purpose of these Cards: To create incentives for players to gain cards that can be used to control when they go in the turn order.
Initiative Cards: Cards are rated for:
• + or - Rating as determined by the player's orientation of the card.
• Initiative rating to break ties as determined by the top of his discard pile.
• Special Use: Reshuffle and reroll 1 or 2 Dice instead of modifying initiative.
Card Areas: Each player has 4 places where cards reside:
• Draw pile.
• Current hand hidden from his opponent.
• "Play area" when vying for initiative during the Initiative Phase.
• Discard pile which must always contain at least one card. The top of the discard pile is always used to break "ties" when determining initiative.
Beginning of Game: Before the game begins, each player shuffles his deck and flips the top card of the draw pile. This card's initiative rating will be used to break ties. Ignore any "Reshuffle" text. Players start with no cards in their hand.
How to Gain Cards:
1) Activating HQs During the Command Phase Only:
Confederates: Draw a number of cards equal to the number of activated HQs divided by 3 (rounding all fractions ups). The drawer keeps one of the cards and discards the rest in any order.
Union: Draw a number of cards equal to the number of activated HQs divided by 6 (rounding all fractions ups). The drawer keeps one of the cards and discards the rest in any order.
2) Moving Adjacent: Draw a number of cards equal to the number hexes moved into that are both next to enemy units and were vacant at the start of the turn. The drawer keeps one of the cards and discards the rest in any order.
3) Gaining Ground: For each melee in which his unit still occupies the hex after all regrouping, the victor draws 1 card.
Optional Rule: If either side started the melee with only cavalry or horse artillery units and the last unit of that side to occupy the area retreated, then no card is awarded. If the last unit of such side was eliminated, a card is still drawn by the victor.
Note: This represents the ability of these units to probe and screen.
Capturing Victory Hexes: When control of a VP hex changes, the occupier draws a number of cards equal to the hexes VP level in addition to possibly "gaining ground" (see above). The drawer keeps one of the cards and discards the rest in any order.
How to Play Initiative Cards:
A) During the Initiative Phase, each player rolls his dice as per the standard rule.
B) Each player may then use his cards one of three ways at any time:
1) Play a card to his "play area," orienting the card facing him as to add to his sum total.
2) Play a card to his "play area," orienting the card facing him as to subtracting to his sum total.
3) Discard a card to use its special text to immediately reroll 1 or 2 dice
according to the explicit text direction. This will change a player's tie-breaker.
4) Players may continue to play cards until they run out of cards or choose to stop playing cards. If necessary, the current loser in terms of game's VPs passes first and then the current winner can pass or play. If the current winner plays, then the loser can play another card(s).
5) When both players pass, determine initiative. Ties go to the player with the higher initiative rating on top of their discard pile who will be the 1st player. The initiative rating is small number located in the top right corner of the card.
Note: If you don't want initiative, you must "lose" it.
6) Next, each player discards his cards in the order that they were played. In other words, he stacks his cards on the discard pile with the bottom first played card going first into the discard pile and the last card played on top of the discard pile.
7) Loss of Momentum: If a player did not play an initiative card, he must discard one card (which includes night turns). Players may want to drop this rule so that players have more options as to when to play their cards.
8) Next, each player discards down to their hand limit:
Hand limit = 5 + his Army Commander's Rating (before Commander is reduced for activation).
Reshuffling the deck: Upon the discard of a "Reshuffle" card, immediately do the following:
• Pick up discarded cards except for the top card.
• Add them to the Draw pile.
• Shuffle the deck to create a new Draw deck.
Where do I find the files to support this variant: Go to the "Files" section of this page. Hopefully, BGG will post it.
How do I make the cards?
Materials: Card protectors, adhesive mailing labels (5165/8165), cheapo playing cards.
1) After printing out the cards on the adhesive labels, cut them out.
2) Remove the backing.
3) Apply to the cheapo playing cards.
4) Insert into a card protector.
5) Do this 41 more times.
If you try this, please give me your feedback.
Thanks for trying out this idea!
Footnote: Cards were partially inspired by Mick Uhl, designer of AH's "Dinosaurs of the Lost World," a really chromy and cool game.
- Last edited Thu Feb 2, 2017 11:03 pm (Total Number of Edits: 6)
- Posted Tue Jul 26, 2016 11:06 pm