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Core Rules

AlphA heavily relies on the honorable behavior of the players, if you cannot accept so simple and open to interpretation rules than please refrain yourself from playing AlphA

The high amount of interlaced rolls tends toward an average overall result, in this way chance is less responsible than command abilities for the final outcome of the war.

You impersonate a Legatus (or if you prefer a Field Marshal or a General Officer) in charge of an army that
moves in an environment of just two kind of terrain (open and rough) on which only two kind of units fight (infantry and cavalry)

MODIFIERS

DIY

You can use any type of miniature, on any scale, on any type of map or diorama.

You can add terrain types and adjust the movements and ranges.

You can customize and tailor the demerit to have your units behave like historically existed armies.

You can manipulate the defence and attack strength by adding modifiers to the spinning rings results.

You can alter the points calculation and objectives to guide the players to re-enact historical battles

UNITS

These are the values composing the worth of your army:
Attack: This is an ability, indicative of training, strength, weapons.
Defense: This is an ability, indicative of training, strength, armor.
Damage: This is indicative of loss of morale, resistance, quantity.

TERRAIN

Open terrain: flat and main color on the map.
Rough terrain: mountains, woods.
River crossing: bridges / fordings.
Mountain crossing: passes / tunnels.
Fortification: Camps / Cities.

RANGE

Units move in multiples of their own areas,  pivoting is allowed only at the end of the move.
infantry moves ½ the distance of cavalry: (infantry 2 areas – cavalry 4 areas)
on rough terrain, the range is halved: (infantry 1 area –  cavalry 2 areas)

PLAY

There are no turns but at every round, both players play simultaneously:
(1st phase) move 
(2nd phase) combat
The end of a phase is determined by the players’ mutual agreement.

1st phase: move

Units can move only once per round; They cannot move twice during the same round regardless of the max range allowed. The touch-move rule applies.
Friendly units can swap places unless involved in combat or under attack by missiles.
Crossing rivers and mountains can only be done where indicated.

2nd phase: combat

1 unit can attack only 1 unit.
Multiple units can attack 1 unit.
Only 1 unit can attack a crossing unit.
The front is the long side of your unit attacking the enemy.
Flanks and Rear are the other sides of your unit and can only defend.

FIGHT

Spin the attack ring and tell your attack number to the adversary.
No other data need to be disclosed.
Spin your defense ring and defend your unit against the attack from your adversary.

Fight resolution

Your               adversary             Your

Damage   =   Attack   –  Defense 

The unit with the lower attack number must retreat its rough move range and it counts as a move. If the move is not carried out the penalty is to count twice the fight result.

The “Book of Rules” Ask for your free PDF copy

The short “Core Rules BATON” Ask for your free PDF copy

The short “Core Rules D10 dice” Ask for your free PDF copy

How to USE THE BATON

How to MOVE

How to PLACE YOUR UNITS

How to EXCHANGE SPINNING RINGS

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alphastrategygame@gmail.com

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The baton is a registered design ®

Alessandro Castello ©

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