Helion 2024How to Play

Movement Basics

In this episode of ‘How to play’ Renatio et Gloriam we will look at the basics of movement. Movement is conducted by a series of ‘prompted actions’. To discuss prompted actions we need to go back to generals. In the game, you will have between one and four generals. Each general will have a rating from Mediocre to Legendary. This rating will determine the number of cards that each general will get during a turn. So, a mediocre general may get two cards and a legendary general will get five cards. During a turn, these cards may be played to make prompted actions. A prompted action may be to order a tug to charge or to move. Cards can be used for other purposes during the turn which we will discuss later. Suffice it to say there is an element of hand management.

Each TUG has a training rating. They are tribal, formed or drilled. From the least manoeuvrable to the most manoeuvrable. When it is a player’s turn, they may prompt a TUG using one or more of the cards in the general’s hand. Typically, that will be one card per move. (there are exceptions to this where some moves require multiple cards) Each card has a colour – black, white, green, yellow and red – in that order of magnitude. Lower value cards black/white will allow simple moves, whereas higher value cards red/yellow will allow more complex manoeuvres.

At this point, we need to reference the prompted action table on the QRS. Looking down at the table at the M moves there is a description which determines the move that the tug will make. Across the top of the table, columns correspond to the training of the TUG wishing to make the move. Simply cross-reference the move you wish to prompt against the training of the TUG that wishes to make the move -this will show the card that you will need to play to make that move.

For instance, a simple move straight forward is a white card.

At the other end of the scale, a formed tug that wishes to turn 90 degrees and then move would require a red card.

The distribution of colour cards in the deck is weighted more towards the lower coloured cards. So, there are more white cards in the deck than there are red for instance. Getting a red card is a bonus and will need to be saved for a vital move.

When moving TUGs you will need to be cognizant of the orientation of the bases, and any move must follow the lines prescribed for that move. For instance, straight ahead means following a line extended from the side edges of the TUG straight forward. When making a wheel the front corner upon which the TUG is wheeling must not move, other than by rotation, while the opposite corner is moved changing the angle of the front edge.

Normally prompted actions require a single card. However, you can make a move for more than one tug if they conform to a block. A block being TUGs in side-to-side edge contact. In this case, you can play a second coloured card to convert the move to a block move. That means all TUGs in the block can perform the same manoeuvre (for 2 cards). This is restricted by the general’s rating also. A mediocre general can only ever move two tugs in a block, whereas a legendary general could move five TUGs in a block.

Another reason where an additional card may be needed is when the tug is outside of command range of their commanding general. Command distance is based on general’s type from tribal to professional. Generally speaking, tribal troops will need to be close to tribal generals. When a prompted action is outside the command range then an additional coloured card must be played.

To summarise the player must decide on the best moves available for each general, and the troops that they command. For example, a competent general has a hand of three cards. He may also command 3 TUGs. In which case he may play one card per TUG limited by the colour of those cards.

Just what you want!

This may mean you need to make difficult choices if you have a poor hand of cards. Black cards have no basic ability. If you have a hand of black & white cards, then the options are limited. This illustrates one of the design principles for your army choice. You may wish to choose better quality generals, with fewer troops to allow more manoeuvre. You may choose lower quality generals, therefore getting more troops, but run the risk of lack of manoeuvre and general army tardiness.

The decision is yours!

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