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Rules Hex Comd Gunpowder

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HCG Turn Process Updated

A simplified Turn Process and some editing has occurred.

Link to rules pdf.


Artillery activation any time. Mark units that fire. All units fire twice: once during activation once during opponent’s. Optional: only activated can play cards before non-activated.

• Arrivals: RepMarkers, orders etc.

• Adjust Turn and timing indicators, remove Fired markers, draw new cards

• Spotting/reveal markers

• Activation Sequence Changes: if desired roll dice: Successful: adjust sequences on roster cards. Fail: consequences table.

• Write New orders to couriers and move couriers.

• Read Written Orders.

• All players Mark Orders: (M)ove (H)old.

• Initiative/Activation: Roll for Activation

• Both Players reveal and explain order markers.

• Routed Units Move. Units in sphere of commander rally face as desired (+1 TE).

• Units in melee from previous turn resolve immediately.

• Activated Units Fire if not moving, or Move, then Non-active fire.

• Non-Phasing Player becomes Phasing Player.

• Turn Ends when all sequences done.

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