Galaxy Aflame is a war game for two players. Each player starts with a semi-random group of units and the goal of wiping their opponent from the table. Each army has it’s own flavor and will play differently. You will be able to play with just the Print-and-Playtest armies that should be up over the next few days but it is perfectly acceptable to use models from other war games.
This is a playtest and not a final game. There will likely be things that are unbalanced, keep that in mind as you play. Please, take time after you have played a game or two to let me know how it went. I encourage you to post about your games on forums and then link those discussions here in the comments.
More units will be coming in the weeks and months ahead as well as rules for incorporating those units into your game. Many of the mechanics that are different in Galaxy Aflame are things which I learned playing Jason Morningstar‘s Task Force Roach. The simplicity of Jason’s game was the main thing I’ve tried to port over into this new game.
Drafting Your Army:
Before the game starts each player lays out their army deck on the table so that all of the cards are visible to both players. Both players roll a d6 and the higher player chooses to either first in the draft or first in the game. The player who goes first in the draft chooses one of their cards and places it in their hand. The next player chooses one of their cards and places it in their hand and chooses one of their opponent’s cards and places it out of play. This continues, each player choosing a card to add to their hand and one to put out of play, until all of the cards are off the table. The rest of the cards are not in play for this game.
Each player starts with two units on the table within one hands length from their table edge. The rest of the units are placed face up where the player can see them.
Each unit may move once and shoot once each turn in any order, move their full distance plus a hands distance, or shoot twice in a turn.
4+ is a success unless otherwise noted.
Choose if you are attacking to Suppress or Kill. Roll one set of your unit’s attack dice per model in your unit. Units that are being transported may not be attacked.
A unit of Aquanaratta Infectors attacks to kill.
They would roll 10d4 for their attack.
One success in an attempt to Suppress a unit means that that unit is supressed. Two or more successes mean that the suppessed unit is dealt 1d4 hits. Units that automaticly Suppress a unit may choose one unit that it suppressed and deal 1d4 hits to that unit. Vehicles cannot be Suppressed.
For each success the unit must pass a Defense check, for each failed check the unit must remove one model. Vehicles may only be killed by those units that say they can kill vehicles.
Killing a Vehicle:
Vehicles must have more failures than successes on their defense dice to be destroyed. A vehicle that has even one failed die on it’s defense must either not move or not shoot in it’s next turn.
If your unit is within a hands distance of the unit it is attacking it is said to be Assaulting. On the first round of an Assault the attacking unit gets +d4 attacks against the unit it is assaulting.
Firing on a Suppressed Unit:
The attacking unit counts successes on 3+ rather than 4+.
Hand range is anything from your wrist to the end of your middle finger or 6″. Arm range is from your elbow to the end of your middle finger or 18″.
If a unit does not have a close range then it may not attack units closer than hand range.
A unit with table range may attack any unit outside hand range.
Defending in Cover:
The defending unit in cover counts successes on 3+ rather than a 4+.
Being Assaulted in Cover:
On the first round of an Assault on a unit in cover any saves made by the Defending unit are counted as hits against the unit doing the Assaulting.
When a unit has lost all of it’s models it is said to be removed from play. When a unit is removed from play it’s card must be put face down away from the play space and it cannot come back into play.
At the start of your turn, if you lost any models during the last turn, you may choose one unit, not already in play or already out of play, and add it to the table within a hands distance from their table edge. If you lost a full unit during the last turn you may put a second unit into play in the same manor.
If a unit fails to save three or more hits in a single turn it must fall back it’s full movement towards the nearest table edge. If doing so would take the unit off the table it is considered lost and removed from the game. If it is still on the table it may act normaly during it’s next turn.
Not every person is of the same size and capability. If one player has a significant size difference from the other or has some disability that makes measuring with hands and arms difficult or impossible then you should use a tape measure to ensure fairness of play. If a unit is under a hands distance away from being in range the defender is encouraged to state that it is in range if they have a size advantage.
Ending the Game:
The game ends when one side has run out of units to deploy and has no more units on the table. The side with remaining units is the victor.