ARMY MAN BACK GAMMON
2 player backgammon variant.
BOARD & PIECES
Use a normal backgammon board.
2 six-sided dice are needed.
Each player needs a set of 15 Army men: A Green set & a Tan set.
Place 3 of your men in each of your back 5 rows (spaces).
Roll high on 1D6 to see who goes first.
Be the first to move any one of your men (soldiers, units, figures) off
your opponents back row.
The roll to move off the back of the board does not have to be exact.
For example: One of your men is 4 rows away: You win on a roll of 4, 5, or 6.
Your remaining men may be anywhere else on the board.
Each of your men has 2 traits: Weapon & Stance.
Weapon: Attack Range
Bazooka, Mortar, Radio 6
Machine Gun 5
Grenade, Flamethrower 2
Stance: Maximum Move Saving Throw
Prone 1-3 1-4
Kneeling 1-4 1-3
Standing 1-5 1-2
Running 1-6 1
If a man is killed (hit, captured, destroyed) he is removed from the board and
is out of the game.
Designate one of your men as the Sergeant.
If the Sergeant is killed you must either Dig-in or Charge every turn.
Players take turns
Each turn has 4 phases:
1. Tactics Phase
2. Maneuver Phase
3. Attack Phase
4. Stance Phase
Roll 2 dice.
You must use your dice rolls during the turn if it is at all possible.
Use one of your dice rolls to move one of your men that many spaces forward.
A man is limited to how far he can move by his Stance.
For example, a prone soldier could only move using a die roll of 1, 2, or 3.
A running soldier could use any die roll.
There is a 5 man limit to how many of your men may be in any one row.
If your man lands on a row containing one enemy, the enemy man is captured.
If your man lands on a row containing two or more enemy men, your man is captured.
Use one of your dice rolls to attack and kill an enemy man.
Consult the Weapon table.
The attack must be made by a man with a weapon that matches the die roll.
For example, if you rolled a 4, the attack must be by a rifleman.
The target enemy must be exactly a number of rows away equal to the die roll.
For example, a rifleman can only attack an enemy exactly 4 spaces away.
Only one enemy unit (attackers choice) is killed by the attack.
The target unit may make a Saving Throw: The attacked man rolls 1 die.
Consult the Stance Table:
If the roll is in the Saving Throw range the unit is not killed.
For example, a standing soldier would save on a roll of 1 or 2.
You may replace a soldier with another figure that has the same weapon
but a different stance.
For example, you may replace a kneeling rifleman with a running rifleman.
FIRE & MOVEMENT RULE
You may switch the order of the Movement & Attack phases in your turn.
CHARGE ORDERS RULE
You may move two men instead of attacking.
DIG IN ORDERS RULE
You may attack with two men instead of moving.
INFILTRATION ORDERS RULE
A single running soldier may move twice using the Charge Orders Rule.
MINE DETECTOR OPTIONAL RULES
Place 3 hidden minefields in 2 spaces on your side of the board.
Enemy units that land on these spaces must save or be destroyed.
Soldiers with mine detectors that enter these spaces automatically destroy the minefield.
More or less men.
Units with multiple weapons.