Shared Flashcard Set

Details

HCG Cards
HCG Cards random events for game table
84
History
Not Applicable
02/27/2013

Additional History Flashcards

 


 

Cards

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Definition
  • Units do not have to be in sphere of each other or commander; they can be anywhere on the game surface.
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  • This means "cannot move toward the enemy." 
  • Also the card means only for this turn.
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  • These cards can only be played before the first move of the game; otherwise discard and draw another card.
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  • This means "cannot move toward the enemy." 
  • Also the card means only for this turn.
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  • Do not have to be in sphere and can be located anywhere on the game surface.
Term
Add one regiment of infantry or cavalry troop to your forces.
Definition
  • These arrive on the user's side of the game table.
  • If the player has any units set aside as reserves, select from that inventory. 
  • If no units set aside, add them as new units.
  • This says Regiment, if that quantity is available, not just one or two troops companies or squadrons, so it means many stands.
    • In ACW of Hex Command rules, one stand may represent larger than one or two "companies" "squadrons" or "troops."  In ACW a cavalry unit may be an entire "battalion."  This is currently a debate about ACW cavalry size but use whatever scale of basing you have to represent a unit larger than 2 squadrons.
Term
Add one regiment or cavalry troop to your forces.
Definition
  • These arrive on the user's side of the game table.
  • If the player has any units set aside as reserves, select from that inventory. 
  • If no units set aside, add them as new units.
  • This says Regiment, if that quantity is available, not just one or two troops companies or squadrons, so it means many stands.
    • In ACW of Hex Command rules, one stand may represent larger than one or two "companies" "squadrons" or "troops."  In ACW a cavalry unit may be an entire "battalion."  This is currently a debate about ACW cavalry size but use whatever scale of basing you have to represent a unit larger than 2 squadrons.
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  • Can be anywhere on table and do not have to be in sphere of each other or commander.
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This means "toward the enemy."  Also, this was supposed to mean "for this turn" but the error might actually be ok; roll red/blue on CnC die: (even/odd with d6):  on red (odd), for the entire game otherwise for this turn only. 

Term
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This means "toward the enemy." Also, this was supposed to mean "for this turn" but the error might actually be ok; roll red/blue on CnC die: (even/odd with d6): on red (odd), for the entire game otherwise for this turn only.

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Can only be played at the first turn of the game or the end of the first turn

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  • Can only be played prior to the first move of the game and if drawn after that remove from deck and draw another card.
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  • Can only be played prior to the first move of the game and if drawn after that remove from deck and draw another card.
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  • Can only be played prior to the first move of the game and if drawn after that remove from deck and draw another card.
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  • Can only be played prior to the first move of the game and if drawn after that remove from deck and draw another card.
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  • What this really means is the unit fires every other turn for 3 turns, then on the 4th turn and thereafter fires as usual. 
  • Count this in secret.  In this regard the more advanced Brigade File Card is beneficial because it has places on the card where users can note the card/process is in play. 
Term
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Definition
  • What this really means is the unit fires every other turn for 3 turns, then on the 4th turn and thereafter fires as usual. 
  • Count this in secret.  In this regard the more advanced Brigade File Card is beneficial because it has places on the card where users can note the card/process is in play. 
Term
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Definition
  • Like the other card, but the process is PERMANENT for this unit.
  • The unit fires every other turn. 
  • Count this in secret.  In this regard the more advanced Brigade File Card is beneficial because it has places on the card where users can note the card/process is in play. 
Term
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Definition
  • Like the other card, but the process is PERMANENT for this unit.
  • The unit fires every other turn. 
  • Count this in secret.  In this regard the more advanced Brigade File Card is beneficial because it has places on the card where users can note the card/process is in play. 
Term
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Definition
  • Like the other card, but the process is PERMANENT for this unit.
  • The unit fires every other turn. 
  • Count this in secret.  In this regard the more advanced Brigade File Card is beneficial because it has places on the card where users can note the card/process is in play. 
Term
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Pike and Shotte

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Definition
  • Pike and Shotte era only
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Pike and Shotte

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  • Pike and Shotte era only.
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Pike and Shotte

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  • Pike and Shotte only aka "not really military situations but unreliable mercenary eras in history."
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Pike and Shotte

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  • Pike and Shotte only aka "not really military situations but unreliable mercenary eras in history."
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  • Use some method to mark this unit for this event and when it happens it will be obvious to the opponent anyway so it can be marked on the table.
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  • Use some method to mark this unit for this event and when it happens it will be obvious to the opponent anyway so it can be marked on the table.
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  • Roll a CnC die: On Code (red) the unit steps back 3 hexes, on CnC steps back 5 hexes as well as any units in the neighboring hexes around it.  
  • Commander can attempt to override with Tactical die roll.
Term
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Definition
  • Roll a CnC die: On Code (red) the unit steps back 3 hexes, on CnC steps back 5 hexes as well as any units in the neighboring hexes around it.  
  • Commander can attempt to override with Tactical die roll.
Term
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Definition
  • Roll a CnC die: On Code (red) the unit steps back 3 hexes, on CnC steps back 5 hexes as well as any units in the neighboring hexes around it.  
  • Commander can attempt to override with Tactical die roll.
Term

Pike and Shotte

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Definition
  • Applies to counter-battery fire aka cannon v. cannon only even if the shot misses.
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  • Withdraw means roll CnC die: Color: 3 hexes, Code 5 hexes and CnC: 1 hex.
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  • Withdraw means roll CnC die: Color: 3 hexes, Code 5 hexes and CnC: 1 hex.
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  • Light works only
  • Roll CnC die when fired upon )or involved in melee for first round): On Code the cover bonus applies.
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  • The chosen unit cannot be further than 6 hexes away from those units that form around it.
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  • The chosen unit cannot be further than 6 hexes away from those units that form around it.
Term

Pike and Shotte

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Definition
  • Appears on the enemy side of the game surface means it has defected to enemy.
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  • means toward the enemy and only for this turn.
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  • Card must be played on first turn of the game only otherwise remove from deck and draw a card.
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  • Card must be played on first turn of the game only otherwise remove from deck and draw a card.
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  • Card must be played on first turn of the game only otherwise remove from deck and draw a card.
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  • Card must be played on first turn of the game only otherwise remove from deck and draw a card.
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Pike and Shotte

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Definition
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  • Permanent
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Pike and Shotte

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Pike and Shotte

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Pike and Shotte

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Pike and Shotte

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Pike and Shotte

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Definition
  • This actually means the owning player cannot know what the markers are until 4 turns have passed and can only move any of the markers no more than 2 hexes per turn. On the 5th turn replace all the markers as notated on them.  
  • No combat can occur to the markers and they cannot engage or be engaged in melee so this also locks the opponent from doing anything against them.
Term

Pike and Shotte

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Definition
  • This actually means the owning player cannot know what the markers are until 4 turns have passed and can only move any of the markers no more than 2 hexes per turn. On the 5th turn replace all the markers as notated on them.  
  • No combat can occur to the markers and they cannot engage or be engaged in melee so this also locks the opponent from doing anything against them.
Term

Pike and Shotte

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Definition
  • This actually means the owning player cannot know what the markers are until 4 turns have passed and can only move any of the markers no more than 2 hexes per turn. On the 5th turn replace all the markers as notated on them.  
  • No combat can occur to the markers and they cannot engage or be engaged in melee so this also locks the opponent from doing anything against them.
Term

Pike and Shotte

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Definition
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Pike and Shotte

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Pike and Shotte

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