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Infantry Mech. Infantry Reconnaissance Anti-Air


5 6 7 8

Gunships Artillery Rockets Light Tanks


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Infantry Mech. Infantry Reconnaissance Anti-Air


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Gunships Artillery Rockets Light Tanks


Troops Troops Troops Troops

Troops Troops Troops Troops

Troops Troops Troops Troops

Troops Troops Troops Troops


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Infantry Mech. Infantry Reconnaissance Anti-Air


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Gunships Artillery Rockets Light Tanks


1 2 3 4

Infantry Mech. Infantry Reconnaissance Anti-Air


5 6 7 8

Gunships Artillery Rockets Light Tanks


Troops Troops Troops Troops

Troops Troops Troops Troops

Troops Troops Troops Troops

Troops Troops Troops Troops


1 2 3 4

Infantry Mech. Infantry Reconnaissance Anti-Air


5 6 7 8

Gunships Artillery Rockets Light Tanks


1 2 3 4

Infantry Mech. Infantry Reconnaissance Anti-Air


5 6 7 8

Gunships Artillery Rockets Light Tanks


Troops Troops Troops Troops

Troops Troops Troops Troops

Troops Troops Troops Troops

Troops Troops Troops Troops


9 10 9 10

Heavy Tanks Air Support Heavy Tanks Air Support


9 10 9 10

Heavy Tanks Air Support Heavy Tanks Air Support


9 10 9 10

Heavy Tanks Air Support Heavy Tanks Air Support


WAR ACADEMY SETUP CO POWERS FLAGS
★ Wedge Straight Flush Use Troop cards 1-10, CO Power You may only play CO Powers up to one To claim a Flag, a player must have
456 cards and Terrain tiles. more than your opponent has played. a completed Formation on their
Shuffle all Terrain tiles together. side of a Flag, and prove that the
Phalanx Three of a Kind Ally Powers are placed at and use a
Players alternate drawing and opponent won't beat their Formation
777 Troop Slot at a Flag of your choice.
placing a tile on either side of an regardless of what other cards
Battalion Flush Environment Powers are placed might be played.
existing tile until 9 tiles have been
279 below your Troops at a Flag of your
placed. This is the Battle Line.
choice. They remain in play and When a player claims a Flag, they
Skirmish Line Straight Shuffle the Troop and CO Power only affect the Flag they are on. pull that tile closer to themselves.
456 decks and place them on either side
Tactics Powers are placed next to
Host Any other cards of the Battle Line. If a player claims 3 Flags in a row
the CO Powers deck. Once played,
138 Deal 7 Troop cards to each player. they have no further effect. or 5 in total, they win the game.
Troops Troops Troops Troops

Troops Troops Troops Troops

Troops Troops Troops Troops


FORMATIONS TROOPS TURN ORDER
Flags have 3 imaginary "slots" for To play a Troop card, place it face 1 Choose a Troop or CO Power
Troop cards on each side. Players up next to a Flag on your side of card in your hand and place it
play Troop cards into these slots to the Battle Line. Gustavo Herodier
face up at a Flag on your side
make Formations. games@heroes182.com
of the Battle Line.
Troops may not be placed at a Flag
When a player attempts to claim a Battle Line
on which you have already 2 Claim any number of Flags,
Flag, compare the Formations Reiner Knizia
completed a Formation. if possible.
present to the War Academy chart
Graphics
to determine the winner. Intelligent Systems
If you are unable to play a Troop 3 Draw a card from either deck
When comparing two Formations of card, you may play a CO Power & Nintendo
to refresh your hand to 7.
the same category, the highest sum card or pass your turn. Terrain Expansion
of Troop values wins. Anders Forslund
x Ally • Leader X Ally • Leader 8 Ally X Ally

Andy Sturm Sami

Max
Counts as any Troop card. Counts as any Troop card. Counts as an 8 value Counts as a 1,2 or 3 value
Limited to one Leader per player. Limited to one Leader per player. Troop card of any colour. Troop card of any colour.

Power Wrench Meteor Strike Max Power Victory March


Tactics Tactics Tactics Tactics

Kanbei Sonja

Eagle Grit
Move one of your opponent's Draw 3 cards from either deck, Move any one of your cards, Discard any one of your
Troops to your side. then discard 2 from your hand. or discard it on your side. opponent's cards on their side.

Imperial Command Enhanced Vision Lightning Strike Super Snipe


Environment
Fort Tower City
Attacker requires Once claimed, your Worth double if

Olaf attacker
an extra Troop to
claim this Flag.
Troops at adjacent
Flags get +3.
claimed, but does not
count as adjacent.

Woods Hills Mountains


Ignore Formations Attacking Troops Both sides require
simply add up at this Flag get -3. an extra Troop to
Troop values. claim this Flag.
attacker

One extra Troop is Water Swamp Bridge


required to claim this Flag. Can't be claimed. Ignore Formations Both sides require
Lay an extra tile simply add up one less Troop to

Blizzard on the Battle Line. Troop values. claim this Flag.

Environment

Plains Plains Plains

Plains Plains Plains


Drake
Ignore Formations, simply add
up the Troop values at this Flag.
Plains Plains Plains
Typhoon
CO Powers CO Powers CO Powers CO Powers

CO Powers CO Powers CO Powers CO Powers

Terrain Terrain Terrain

Terrain Terrain Terrain

Terrain Terrain Terrain


CO Powers

Terrain Terrain Terrain

Terrain Terrain Terrain

Terrain Terrain Terrain


CO Powers
X2 X2 X2 0

Intelligence Intelligence Intelligence Orange Star HQ


X2 X2 X2 0

Intelligence Intelligence Intelligence Blue Moon HQ


X2 X2 X2 0

Intelligence Intelligence Intelligence Green Earth HQ


X2 X2 X2 0

Intelligence Intelligence Intelligence Yellow Comet HQ


Troops Troops Troops Troops

Troops Troops Troops Troops

Troops Troops Troops Troops

Troops Troops Troops Troops


X2 X2 X2 0

Intelligence Intelligence Intelligence Black Hole HQ


X2 X2 X2 0

Intelligence Intelligence Intelligence Purple Heart HQ


Lost Cities Parade
Use Troop cards 2-10, Headquarters Use Troop cards 0-10.
and Intelligence cards. Remove one Shuffle the Troop deck and deal 5
entire suit of Troops. cards to each player.
Place the five HQ cards between the Each turn, play a card to the end of the
two players. Parade. If its value is more than the
Shuffle the remaining Troop cards size of the Parade, nothing happens.
and deal 8 cards to each player. Otherwise, take all cards of the
same colour or lesser value than
Cards can only be played on cards
your card, for which its position is
of lesser value. Intelligence cards
larger than the value of your card.
can't be played once numbered
cards have been played on that mission. Then draw a card and pass the turn.
Troops Troops Troops Troops

Troops Troops Troops Troops


Parade Lost Cities
Play the Final Round the turn after Missions for which no cards have
the deck runs out or a player has been played are worth 0 points.
taken a card of every colour.
DO NOT draw cards on the final round. Add the value of all cards played on
a Mission and subtract 20. Then
After the end, each player picks 2 of multiply that number by 1 plus the
the remaining cards in their hand, number of Intelligence cards on that
and places them on the table. Mission. This is the Mission Score.
The majority leader in each colour Missions with at least eight cards
gets 1 point for each card in that played earns a fixed bonus of 20
colour. All other cards are worth their points after the Intelligence
value in points. Lowest score wins. multiplier is applied.

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