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, expose enemy contacts, coordinate decisive attacks, and hold the line long enough to win.
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 // COMMAND CYCLE
Players alternate complete turns; one turn each makes a round.
Resolve Overruns, score Objectives, check victory.
Ready cards; take Recovery steps.
Draw automatically, then deploy, equip, move, sense, and attack in any order.
Resolve end effects and pass command.
COMMAND POINTS ARE NOT A BANK
Commit Ready operational Facilities as part of a declared cost. A hidden Facility supplies 1 CP; reveal it to use higher output. Excess is lost.
04 // ENGAGEMENT
Normal attacks need an Identified target. Sensors expose Contacts; support, air defense, EW, and route denial shape the operation.
DIRECT ATTACK
Every 4+ is a success. Attack succeeds only with more successes; ties favor defense.
For 2 CP, Ready EW may Commit to Jam one Identified formation in range. It cannot take Offensive Actions while the link is sustained, but it still defends, reacts, recovers, and provides Presence. Pay 2 CP or Commit a Ready same-sector C2 asset to break the link. Disrupting the EW source also ends it.
For 1 CP, Ready Fires may Commit and mark an enemy-occupied position in range. Voluntary movement entering or leaving it costs +1 CP until the source's next Preparation or its Disruption. Forced withdrawal is exempt.
Aircraft are hosted at Airbases. Before the ground attack, one eligible Fighter or GBAD Reaction may contest the sortie. With no participating defense, the strike gains +2 Attack dice. The Range 5 Long-Range Bomber attacks one Identified target from Rear to enemy Rear; Strategic Bombing Run is the separate two-target Operation.
Each Preparation grants one free Recovery step. Restore missing Cohesion first; only at maximum Cohesion can a step remove Disruption. A fully restored formation in Reconstitution redeploys to friendly Rear for 1 CP.
A hostile formation entering a Facility position reveals and Disrupts it. Recapture within one complete turn or it is destroyed at the occupier's next Assessment. Already-Disrupted Facilities are destroyed immediately.
04B // OPERATIONAL RESERVES
The defensive-tempo package is an active human-play experiment. It limits rapid force introduction while giving a prepared defender one finite opportunity to stop a Front entry.
Deploy the first Formation normally. A second requires Ready Headquarters to Commit as part of that Formation's printed-cost CP payment. No third Formation deploys that turn.
When an enemy declares Front entry, reveal it. Once per opponent turn, eligible Ready Fires or Strike aircraft may attack before movement. Any combat effect aborts the paid, Committed movement.
At the end of Operations, Commit Ready Headquarters to add 1 Presence where you have at least one and exactly one less than the enemy. The bonus expires after their next Assessment.
Prepared Interdiction and FASCAM compete for the action's single Reaction. A failed or aborted attack allows movement to complete.
05 // EXAMPLE OPERATION
Follow one opening round and the start of the next. Watch Contacts become units, units take the Front, and reconnaissance unlock a strike.
LESSON // Deploy today; activate after your next Preparation.
LESSON // One complete turn per player makes a round.
LESSON // Entering Front reveals a Contact. Committed Maneuver units still provide Presence.
LESSON // Identify before striking. A successful attack causes one base effect, regardless of margin.
Teaching note: Turn 4 assumes Rocket Artillery was already in play and Ready so the walkthrough can show the complete reconnaissance-to-strike chain. A newly deployed formation cannot act that turn.
06 // FORCE RECOGNITION
Both players use the same combined deck: 26 Formations, 20 Facilities, 6 Operations, and 8 Equipment.
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 // FIELD REFERENCE
Face-down and private.
Face-up and targetable.
May act, support, or react.
Turned 90° after use.
Turned 180°; combat-ineffective.
Cannot take Offensive Actions until the command link is restored.
BRIEFING COMPLETE
Teach Objectives and ground maneuver first. Add air, precision Operations, and Equipment once the battlefield feels familiar.
Launch rules test bed