By This Axe: Medieval Fantasy Battle Rules (2018)
Playtime: 0
Min. Age: 0
Number of Players:
2
Publisher:
(Self-Published)
Designers:
Chris Kutalik
Artists:
Ivan Bilibin,
Mike Davison
Mechanics:
Player Elimination,
Dice Rolling,
Open Drafting
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By This Axe: Medieval Fantasy Battle Rules presents a simple, fairly standard wargame ruleset to handle small- to medium-size miniatures battles (optional rules allow play without miniatures). The rules assume two or more armies will be involved, each with two or more units. Infantry units contain 3 to 25 figures; cavalry units contain 2 to 15 figures; figures may be arranged as desired but only up to the first three ranks are involved in combat.
The game assumes 1:5 to 1:20 scale ratios though any type of (consistent) basing is allowed. Action resolution uses a modified six-sided-dice resolution method; 1 is successful, 6 is failure. Unit movement takes place in inches; various terrain effects are noted. The mass combat is fairly abstracted.
An optional "Command and Control" method relies upon card drafting from a standard pack. The standard command method assigns a Leadership level which limits actions.
The game does support individual figures that may represent generals, leaders, and "characters" (generally - mages, priests, etc.); these figures may duel each other. The game does support (but does not require) fantastic elements and magic, and a variety of non-human "monster" units are described in "Appendix A: Fantasy Supplement". Numerous unit types have special abilities that allow units to take special actions or make special movements. Generally, these all work within the basic framework of the game. Opposing forces are constructed using a "point cost" method that allows disparate but balanced armies to be fielded.
Play involves turns, with both players executing some portions of the turn simultaneously, other portions in alternating order. Each player turn is executed in five enumerated phases that take place in order. The phase orders are:
Phase 1 (optional) - draw cards
Phase 2 duels between individual units are resolved
Phase 3 Ranged fire and magical attack is resolved
Phase 4 Movement (each side, in turn)
Phase 5 Mêlée is resolved
Units must test morale after sustaining damage; units may route; leaders may attempt to rally.
The game does not elucidate a winner or formulaic victory situation; presumably this becomes evident through play. After the battle is concluded, a simple process is used to determine Battle Results. This process may determine a "victor" for post-game results. Opposing armies are impacted by the Battle Results, both in survivorship and field location (presumably this allows multiple engagements in a campaign).
—user summary
The game assumes 1:5 to 1:20 scale ratios though any type of (consistent) basing is allowed. Action resolution uses a modified six-sided-dice resolution method; 1 is successful, 6 is failure. Unit movement takes place in inches; various terrain effects are noted. The mass combat is fairly abstracted.
An optional "Command and Control" method relies upon card drafting from a standard pack. The standard command method assigns a Leadership level which limits actions.
The game does support individual figures that may represent generals, leaders, and "characters" (generally - mages, priests, etc.); these figures may duel each other. The game does support (but does not require) fantastic elements and magic, and a variety of non-human "monster" units are described in "Appendix A: Fantasy Supplement". Numerous unit types have special abilities that allow units to take special actions or make special movements. Generally, these all work within the basic framework of the game. Opposing forces are constructed using a "point cost" method that allows disparate but balanced armies to be fielded.
Play involves turns, with both players executing some portions of the turn simultaneously, other portions in alternating order. Each player turn is executed in five enumerated phases that take place in order. The phase orders are:
Phase 1 (optional) - draw cards
Phase 2 duels between individual units are resolved
Phase 3 Ranged fire and magical attack is resolved
Phase 4 Movement (each side, in turn)
Phase 5 Mêlée is resolved
Units must test morale after sustaining damage; units may route; leaders may attempt to rally.
The game does not elucidate a winner or formulaic victory situation; presumably this becomes evident through play. After the battle is concluded, a simple process is used to determine Battle Results. This process may determine a "victor" for post-game results. Opposing armies are impacted by the Battle Results, both in survivorship and field location (presumably this allows multiple engagements in a campaign).
—user summary
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ag.gameitem.lastUpdated: 2025-05-09 10:11:26.907