Objectives
One sits on the line in each sector. During Assessment, score 1 VP for each you control—except on your first turn.
// COMMANDER'S FIELD GUIDE · RULES 0.6.0
A two-player card game of modern combined-arms warfare. Build your command network, disrupt enemy control, expose hidden contacts, and combine maneuver, fires, airpower, and electronic warfare into decisive actions.
01 // THE BRIEFING
You win immediately at 10 Victory Points. Control Objectives to score; destroying or overrunning enemy Headquarters awards 3 VP, but does not end the game by itself.
One sits on the line in each sector. During Assessment, score 1 VP for each you control—except on your first turn.
Each non-Disrupted Maneuver formation in either Front position contributes 1 Presence.
Greater Presence controls. A tie is contested and scores nothing. Reach ten and win immediately.
THE GAME IN 60 SECONDS
02 // THE OPERATING AREA
Left, Center, and Right each run from one Rear to the other. Every position holds three ground formations and two Facilities. Air formations use Airbase capacity.
BLUE FORCE FORWARD ↓
RED FORCE ↑ FORWARD
A Ready ground formation Moves once, then Commits. Hostile ground blocks ordinary movement.
After clearing an adjacent friendly-side position, the primary Maneuver attacker may enter it.
Cross from your Front into the empty opposing Front, or follow through after clearing it.
03 // TURN FLOW
Players alternate complete turns. One turn by each player makes a round.
Resolve Overruns, score each Objective you control, and check whether anyone has reached 10 VP.
Ready eligible cards and use Recovery steps to repair damaged or Disrupted formations.
Draw one card automatically, then deploy, equip, move, identify Contacts, and attack in any legal order.
Resolve end-of-turn effects and pass the turn to your opponent.
COMMAND POINTS
Facilities produce Command Points. When you pay a cost, Commit enough Ready Facilities to generate it. CP is not saved between actions, and excess output is lost.
04 // COMBAT
Most attacks need a face-up Identified target. Recon, Radar, and certain Operations reveal hidden Contacts.
BASIC ATTACK
Roll one d6 for every point. Each 4+ is one success. The attacker must score more successes; ties favor the defender.
A Coordinated Assault adds one Ready supporting formation's Attack for 1 CP. The defender may add a coordinating defender when allowed. Then the defender may choose one Reaction and the attacker may answer with one Countermeasure.
Artillery attacks Identified targets at range. Aircraft operate from Airbases and may be opposed by Fighters or ground-based air defense. If no eligible defense participates, an Air Strike gains +2 Attack dice.
Each Preparation gives one free Recovery step. Restore missing Cohesion first. Once a formation is at full Cohesion, a later step can remove Disruption. Maintenance Sites can provide additional Recovery.
05 // EXAMPLE ROUND
Blue and Red already have forces deployed. This example shows the ordinary rhythm of one round without advanced or optional rules.
Both players have two non-Disrupted Maneuver formations in Front, so neither controls the Objective.
Blue pays 1 CP from an already Ready Facility to coordinate, rolls five Attack dice, and scores 3 successes. Red rolls two Protection dice and scores 1. The attack succeeds, so the Red target becomes Disrupted.
Score first, then Ready and Recover, then conduct Operations. Taking an Objective during your turn does not score immediately—you must still control it at your next Assessment.
06 // FORCE RECOGNITION
The v0.6 reference deck contains 26 Formations, 20 Facilities, 6 Operations, and 8 Equipment cards.
Formation statistics: Attack · Protection · Cohesion · Range
Headquarters is placed during setup outside the deck. Counts and values are the v0.6.0 playtest baseline.
07 // QUICK REFERENCE
Face-down and hidden.
Face-up and targetable.
Available to act or react.
Already used this cycle.
Cannot act and provides no Presence.
Non-Disrupted Maneuver strength at an Objective.
BRIEFING COMPLETE
Start with movement, Objectives, and direct attacks. Introduce airpower, artillery, Equipment, and specialized responses once everyone understands the turn rhythm.
Launch rules test bed