Player Manual
This serves as a directory of all current system mechanics and rules, including hidden information. As I like wargames, I like calculations to be visible, rather than obfuscated or hidden as they are in computer strategy games.

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INTRODUCTION

A strategy concept influenced by "GMT style" wargames (specifically the FAST ACTION BATTLE system), FFT, Ogre Battle, Vantage Master, Sequence Palladium, Duelist of the Roses, and Super Robot Wars. Also based on some general warfare philosophies of condottieri (slow strategy, delaying and out manuvering, forcing the opponent to fight in a position they're incapable of fighting)
Though I'm a longtime arcade enthusiast, my other love is strategy/management games/spreadsheet simulators. While I do like grid based games, I think the tile tactics style of game obscures some of the more interesting aspects of strategy games that are often relegated to traditional tabletop wargaming. More asymmetrical aspects are tossed aside, perhaps because programming them is a pain--it's less work to give rules for a player to calculate complex combat tables than manually program them--but also asymmetry is kind of a hard sell in video games, unless there's some rougelite element. Ogre Battle is criminally underloved, even with Unicorn Overlord being a hit, because it's inherently random and esoteric, which is key in many wargames that use random events via card and chit pull. Games like Fire Emblem, Advanced Wars, and Final Fantasy Tactics are generally easier to grasp because everything is generally pretty set in stone and follows a generally consistent grid style. More traditional wargaming is a bit more complex, which is why the PC port of Labyrinth: The War on Terror has around 150 reviews, and I wouldn't even say that's because of the obscurity, but rather due to the more esoteric aspects of the COIN style. I think the general gaming audience, even the Paradox crowd, can't really get into more traditional tabletop wargaming to some degree, because the the modern video game design ethos favors smoothing over and simplifying concepts to allow for a wider audience. However, as a fan of traditional table top wargaming, I want to mix what I like about that inherent gamey-ness with the more streamlined video game strategy environment.
This is just an idea, but it comes from my own dissatisfaction with the modern tile based, fire emblem/final fantasy tactics influenced infestation of what was once a much more very varied genre. I originally was planning a more complicated structure, one more hex in nature, but quadrants provide an easier workflow, and it's just easier to design around it; however, unlike tile games, using straight quads does allow for more varied shapes that can apply in final gameplay. It also allows for more natural play with controller or keyboard, whereas more complex polygonal shapes benefit a mouse form of play, which opens up its own can of worms for programming with non-mouse controllers.
What's specifically important to me is downtime unit management and starting out with limited resources and reinforcing over time, both of which are aspects I think are lacking in many modern srpgs, and were present in many games 20 years ago; yet, paradoxically, are present in many modern games due to the rise of the deck builder.
The concept also includes area control mechanics, which I consider rather important to wargames, and are something I think is under utilized outside of RTS games (FE4 ALMOST got it). Zone of control MIGHT play a factor at some point, but I think that concept is better implemented in hex grids rather than in quadrants. The game concept is a strict 16 quadrant game, with the distinctions being more focused on the design of the individual maps to make up for the limited scope, not too dissimilar to how FFT was limited to, on average, 16x16 maps compared to Tactics Ogre's massive maps, which then lead to more of an emphasis on height, fostering a very interesting and highly asymmetrical map design.
Keeping this traditional wargaming influence in mind, I want to visual style to be a sort of mix of a modeling/diorama style with 2D billboarding to represent little figures and chits (I'm BAD at 3D modeling so this ends up being what I can do easily anyway), mixed with some classic DOS/Amiga/PC98 pixeling (the hardest part).

NEW GAME

Upon starting a new game, the player will be assigned a partner based upon how they answer a series of questions. Each of the partners aligns with a virtue: FAITH, CHARITY, HONOR, LOVE, or TRUTH. Each of these virtues offers an archetype that alters the draw weights of both tarrochi and unit types ().
FAITH FAMEIO,PAPA XXX,XXXXVIII-XXXX
CHARITY ARTIGIANO,DOXE XXXIIII-XXXV,XXXVIII-XXXX
HONOR ZINTILOMO,CHAVERO XXXIIII-XXXVII
LOVE MERCHAMENTE,REXXVI-XXVII,
TRUTH MISERO,IMPERATOR XXI-XXV
After the player is given a partner, 5 cards are drawn. Each card represents a possible tarrochi, weighted according to the partner, and each tarrochi has a question with three possible answers. Each answer corresponds to one of the ten unit archetypes.
These units are bound to their tarrochi, and units will be initially assigned classes according a ratio determined by the partner. The first two are always infantry, the remaining are according to the ratios listed below.
FAITH Support/Support/Auxiliary
CHARITY Auxiliary/Auxiliary/Support
HONOR Armor/Auxiliary/Artillery
LOVE Armor/Support/Auxiliary
TRUTH Infantry/Artillery/Armor
A unit assigned to any non-infantry class is considered "coded" to that class, and cannot change their class. Units assigned infantry are considered "open," and can change their class to any other class at will.
During play, the player can draw new unit/tarrochi at certain points, the results of which are determined by the current partner. With all new draws there is a 2/3 chance to draw infantry naturally, otherwise they will draw a unit according to the ratios aligned with their partner.

UNIT TYPES

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TYPES & HOME CLASSES
The types affect the ideal role of the unit, as well as what what actions they possess. A type can be any unit, but some are more fitted for some roles than others, which provides an affinity bonus of +1 to all base stats in combat calculation (and ONLY in combat calculation). These relate the current state of the unit's soul, in their total perfection, determined by their material conditions and desires. A Misero unit is one of deeply low spiritual quality, a Merchamente is one somewhat lacking in spiritual virtue, and a Papa is one who holds the highest spiritual quality.
I MISERO Auxiliary
II FAMEIO Support
III ARTIGIANO Infantry
IIII MERCHAMENTE Infantry
V ZINTILOMO Infantry
VI CHAVERO Armor
VII DOXE Auxiliary
VIII RE Artillery
VIIII IMPERATOR Artillery
X PAPA Support
TAROCCHI
There are 20 possible tarrochi, and not all will appear in a playthrough. Tarocchi alter gameplay in two ways: they provide Spirits, effects that can be activated via special action; and, they provide passive stats, based on unit growth bonds. At base, most Tarocchi bonds will have no effect, but when bonds are grown via active deployment and menu training, the combination can lead to passive stat growths; however, certain combinations, such as PAPA x FIDE or CHAVERO x SFORZA, will possess innate bonds.
GRAMMATICA XXI
LOCA XXII
RETORICA XXIII
GEOMETRICA XXIIII
ARITHMITECA XXV
MUSICA XXVI
POETICA XXVII
PHILOSOPHIA XXVIII
ASTROLOGIA XXVIIII
THEOLOGICA XXX

TEMPERANCIA XXXIIII
PRUDENCIA XXXV
SFORZA XXXVI
IUSTICA XXXVII
CHARTIA XXXVIII
SPERANZA XXXVIIII
FIDE XXXX

OCTAVA SPHERA XXXXVIII
PRIMO MOBILE XXXXVIIII
PRIMA CAUSA XXXXX
CLASSES
Units are assigned to a class on initial draw. Both infantry and support units are paired with Tarocchi. Assets must be assigned a unit to use them, but are not assigned tarocchi, and stats do not matter. So, Units are both your main attackers and supports, which benefit from innate stats and tarocchi pairing; ,Assets are units that have a flat value, where the unit type does not matter.
Assets must be assigned a unit to use them, but are not assigned tarocchi, and stats do not matter.
So, Units are both your main attackers and supports, which benefit from innate stats and tarocchi pairing. Assets are units that have a flat value, where the unit type does not matter.
Infantry type units are deployed immediately. Support units can only be deployed during Reinforcement phases in controlled areas -- SEE REINFORCEMENT
Infantry The main unit that participates in offensive combat
Support classes do not directly initiate combat, but serve to augment infantry. Unlike infantry, they are not immediately deployed, but are deployed as reinforcements slowly over the course of a scenario.
Armor When supporting infantry, if it were going to hit, will take the damage for the point unit.
Artillery when adjacent to a quad with infantry, can attack during that quad's combat. Cannot defend when attacked. Can attack on far tiles*.
Support When supporting infantry, adds their raw stat value to the point unit for damage calculation.
Auxiliary When supporting infantry, adds their raw stat value to the point unit for to hit calculation.
Assets are unique, immovable units that provide varied effects, from acting as artillery to providing stat bonuses. Like supports, assets are built during the reinforcement phase. Unlike supports, Assets cannot move, possess no stats bonuses, and cannot be paired with tarocchi.
Cannon long range support asset

UNIT STATUS

Unit status covers the overall fighting capacity of a unit, affecting possible actions in each phase.
Visibility
When two units are not in the same quadrant, the opponent unit is HIDDEN, and its status cannot be known.
Good Order
UNITS not in disorder/recovering, perform normally
Disordered
UNITS (not ASSETS), can be disordered, altered their capabilities
Reserve Unit
UNITS can be placed into reserve instead of moving in the Movement phase. Allowed to move in the Movement II, Reaction, and Breakthrough phases.
Hold position
UNITS can be placed into hold, ending their action with no change of movement or status. Hold is a specific status required for controlling an area. If a unit uses up all of their movement, or ends the movement phase without setting reserve or hold position, they are placed in a "NULL" action status, which is a blank status that cannot control an empty zone.

MAP QUADRANTS

The play field of each map is divided into 16 quadrants of varying size. Each quadrant on a map begins in the control of either player, and the prime objective of the game is to wrestle control of quadrants from the opponent. Quadrants are always in one of two states:
CONTROLLED
An area is controlled by one side or another, contested or not. An area is controlled by last occupied side, and if there are no enemy units within the controlled area who are in Holding status, it is considered uncontested. Maps begin with specific controlled zones by both sides, and change during the Victory Check. Change of control occurs when one side is the only occupant of the area, and takes a Hold Position action. ASSETS can remain, but do not affect control.
CONTESTED
An area that is contested is one that contains units from both sides. The moment a unit moves into a quadrant during the movement phases, that quadrant is considered NEWLY CONTESTED, and MUST be fought in during the following combat phase.
TERRAIN & SIZE
Terrain values affect combat, and occasionally movement in the case of River and Water.
Field no effect
Shrub/bush lowers ability to avoid when defending, flat 1 attack for all unit types
Wooded mild small buff to defender +1
Wooded heavy large boost to defender, artillery and other assets automatically miss +2
River small penalty to defender, cannot build ASSETS here
Water larger penalty to defense, artillery and other assets always hit, cannot build ASSETS here
Road artillery and other assets always hit
Wall empty quadrant, cannot be controlled
Hill TBD
Mountain TBD
Size modifies attacker and defender eligibility
Close quarters small or constricted quadrants allow for infantry and armor to attack twice, Artillery cannot directly attack units within this zones
Far distance large or wide quadrants allow for artillery directly attack, infantry and armor directly cannot attack
Tight Only one unit can move here
Attacks passing through quadrants, i.e. an artillery unit attacking a unit several quadrants away, ignores all quadrant effects other than the attacker's and defender's.

SEQUENCE OF PLAY

0.
1.
2.
2-1. Operational movement
2-2. Strategic movement

2-3. Combat
2-4. Reaction


2-5. Breakthrough movement


2-6. Breakthrough combat

3.
4.
5. Turn advancement

players set up their chit pool and deploy infantry one at a time
players receive new UNITS & ASSETS


Player unit may move, hold position, or be set to reserve.
Player reserved unit can move, removing reserve status, to any friendly area.
Non-reserve Player units in contested areas may engage in combat. Newly contested areas must engage in combat.
Enemy can move reserve units up to their full movement level, removing reserve status, to any friendly or contested area.
Player can move EXPLOITATION marked units(?), reserve units, and any units activated by special action to any area.
Combat MUST be fought in NEWLY CONTESTED areas, and may be fought elsewhere by spending a Special Action
Repeat x-1...6
Verify control of area & confirm sudden death conditions
if sudden death doesn't occur, advance turn to Player phase. Turn effects apply per map.

PREPARATION PHASE


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Depending on the map, the player and the enemy will have multiple possible deployment quadrants.
Both can deploy as many infantry as spaces are available, up to their number of infantry. Each time the player deploys, the enemy is then allowed to deploy, back and forth. If one has more infantry than the other, they can deploy back to back if their opponent cannot deploy any more. Supports and assets, as chits, cannot be deployed until the reinforcement phase.
All non-infantry units exist as "chits" in a chit pull system; as in, they are added to a floating pool that is unique from the infantry. All non-infantry units are held in a metaphorical bag filled with tiles that either represent that unit or represent empty draws. The value of that unit in experience weights how likely it is to draw them, which is weighted against the total value of the bag, which shrinks every draw, whether or not it is empty.
Infantry units are uneffected by experience bonuses (times used on a map), but support units are weighted heavier based on experience, so the value of the chit comes from its use.

REINFORCEMENT PHASE


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Reinforcement is, again, a "chit pull" system. At upkeep each player draws from the chit pool, with the number of pulls a player gets is determined by their number of controlled areas divided by 2. Each player pulls a chit until this quota is met, choosing to place down the reinforcement or asset when drawn, or return it to the pool and draw again.
There are four types of pulls: Reinforcement, ASSET, and Empty.
Chit pools are generally weighted: a reinforcement unit's availability is determined by it's experience, so that the more a unit is fielded, the more likely it is to appear during the chit pull phase over an Empty chit.
The chit pool is managed in the load out during deployment. The size of the chit pool is restricted to 40 total base value, with a remaining 60 of that value going to the weighted value, for a total of 100%. The unused portion of that 60 value represents Empty pulls, so the weighted value doesn't increase the odds of drawing the piece itself, but rather decreases the odds of an empty draw. Naturally, the more you pull, the more likely there will be empty pulls in later reinforcement phases.
The total weight decreases each turn, so while it might be impossible to reinforce on deployment, as turns pass, units become more prepared, and the overall weight decreases by a portion of the total. If there is no weighted value, 0/60, then it removes a percentage of that; however, if a weight is applied, each turn will remove a percentage of that number. So, if the weight is 45, it will be based on that number.
The base value of a reinforcement is 2 for the basic auxiliary and support types. Artillery costs 3, and heavy armor costs 4. Asset value depends on the type of asset and its effect. Base values are added to a pool in order of placement into the pool.
1. if Special Action, was available and not used, player may use it.
2. Once per phase, a SUPPORT can be deployed in an occupied quadrant.
3. If a quadrant had been successfully contested, an ASSET can be deployed.
Artillery Can attack from several quadrants away. Will instantly lose to any infantry. Can attack units in the same quadrant if labeled as "Far distance."
Armor Does not attack. Will block a single infantry attack. Can block two in quadrants labeled "close quarters."
Support Buffs an infantry's defense.
Auxiliary Augments and infantry's attack.

UNITS AS ASSETS


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ASSETS are limited, and must be assigned prior to battle.
ASSETS cannot be directly deployed at game start, and can only be played during reinforcement phase.
ASSETS are rewarded for successfully contesting a quadrant (via chit pull).
ASSETS do not directly contest infantry, and cannot be attacked in return.
ASSETS can only be placed in controlled zones, and cannot move.
ASSETS in uncontrolled zones are removed from the game, they cannot be recovered.

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MORE INFORMATION TBA
MORE INFORMATION TBA

SPECIAL ACTIONS


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MORE INFORMATION TBA
MORE INFORMATION TBA

MOVEMENT & STACKING UNITS


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Each quadrant can only hold (stack) 2 units of each side, ASSETS do not count. Stacking limits are locked, but only to units that will end movement in that quadrant. If an quadrant is full, units are allowed to pass through, but they cannot end their movement in that quadrant.
e.g. a quadrant is held by one player with an infantry and support unit, and it's being contested by the opposing player with a single infantry. The opposing player can move any unit into the quadrant to back up the infantry unit, whether infantry or support; however, the holding player can't add any more units to the contested quadrant. If the holding player wanted to swap out a different unit, they would need to set a unit with enough movement to reserve, move one of the units out of the quadrant in the operational phase, and then move the reserved unit into the quadrant during the strategic phase. Because players can move units very freely in this two tiered manner, but there aren't many areas to move, strategic swapping of units from places of low risk to those of high risk is a major aspect of the core system.
Reserve can only be applied to units in Good order in an uncontested area. Reserve is removed when moving or when the area the unit is in becomes contested.
During operational movement, each unit can move:
Infantry 2 movement points
Support 1 movement points
These can be modified by special actions.
Units are revealed when entering a contested area IF the other forces in that quadrant were revealed at some point, even if no unit is in that quadrant. If other units are present, the quadrant becomes newly contested. Units are not revealed until after point units are decided.
General Movement (Movement phase)
Movement between quadrants is determined by the terrain rules, e.g. a unit only takes a movement penalty if they are moving into, from, or through a river or water terrain. Movement is always between directly adjacent areas, and cannot be done diagonally. If a quadrant is being contested, and the unit cannot pass through it, they must end there. Disordered units can only move into an adjacent, friendly area.
Strategic Movement (Movement II phase)
Only units marked with reserve can move. Reserve units cannot move through enemy controlled or contested areas.
Reaction Movement (Reaction Phase)
Only units marked with reserve can move. Reserve units can move into contested areas. If an area is newly contested after movement, it must be resolved in the Combat II phase.
Breakthrough Movement (Breakthrough phase)
Only units marked with reserve can move. Reserve units and those activated by special actions can move into enemy and contested areas. If an area is newly contested after movement, it must be resolved in the Combat II phase.

RESOLVING COMBAT


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Combat is required for newly contested areas (the first turn both sides occupy a quadrant). Otherwise combat is optional when the area is not newly contested (the second turn, and on, both sides occupy quadrant), and a player can choose to not initiate combat during their combat phase if they wish. General combat only occurs in the main combat phase. The Breakthrough combat phase only occurs if areas are newly contested, if there are no newly contest areas, the phase is skipped.
Combat Round
Disordered units can not attack, but can defend with a penalty to their combat calculations.

The defender may use their special action to retreat from battle.

The Attacker assigns up to two artillery and assets that they wish to use in the combat round, defender may assign one. These units must be adjacent quadrants. This uses up the combat actions for these units. Assets within contested zones are additional bonuses.

Units are then revealed, and roll calculations are done, and the player is offered an option to retreat to take half damage at the cost of being disordered, then damage is applied and battle animations play.

Infantry are decided as point units, and the ones that engage in combat with the secondary and artillery acting as support, according to their abilities, UNLESS a support unit is alone in a quadrant, in which it counterattacks only. If the point unit is eliminated, the victorious player attacks again, targeting the secondary unit.

When a retreat is called, the units are moved to the nearest non filled friendly zone, if possible.
INFANTRY TO HIT CALCULATION>>
In order for the attacker to hit, they must roll a number highter than the to hit calculation with a d10.

\[ \begin{indentalign}[2em][1em]{l} (quadrant\ to\ hit + quadrant\ defense)\\ + (attacker\ raw\ movement - defender\ raw\ movement)\\ + (defender\ total\ defense + affinity\ bonus + (auxiliary\ boost + auxiliary\ affinity\ bonus))\\ - (attacker\ affinity\ bonus)\\ + (attacker\ tarrochi\ modifier - defender\ tarrochi\ modifier)\\ + (defender\ disorder\ modifier^{\color{red}*})\\ + (attacker\ tarrochi\ spirit\ effects - defender\ spirit\ effects) \end{indentalign} \]
*only applies to defender counterattack

Two infantry in light woods. The defender is a Chavero who has 2 total defense and is not in his affinity class, the attacker is a Mercamente, who receives an affinity bonus for his class. The attacker is supported by a support Papa, and the defender is supported by an auxiliary Fameio, who does not have an affinity bonus, adding 1 defense. Neither has strong tarrochi bonds. No Spirits are in effect. The defender disorder modifier only applies to counterattack, and is 1.
\[ \begin{indentalign}[2em][1em]{l} (1+1)\\ + (2-2)\\ + (2+0+(1+0))\\-(1)\\ + (0-0)\\ + (0)\\ + (0-0) \end{indentalign} \] \[2+0+3-1+0-0+0\]
The attacker only needs to roll above a 4 to hit.
ARTILLERY TO HIT CALCULATION>>
Artillery have their own to hit calculation.
\[ \begin{indentalign}[2em][1em]{l} (quadrant\ to\ hit + quadrant\ defense)\\ - (defender\ raw\ movement)\\ + (defender\ total\ defense + affinity\ bonus + (auxiliary\ bonus+auxiliary\ affinity\ bonus))\\ - (attacker\ tarrochi\ modifier - defender\ tarrochi\ modifier)\\ - (attacker\ affinity\ bonus) - (defender\ disorder\ modifier^{\color{red}*})\\ + (attacker\ tarrochi\ spirit\ effects- defender\ tarrochi\ spirit\ effects)\\ + (adjacent\ quadrant\ penalty) \end{indentalign} \]
*only applies to defender counterattack

In the same circumstances as the previous example, no tarrochi mod, but with an affinity bonus, the artillery takes an adjacent quad modifier of 1.
\[ \begin{indentalign}[2em][1em]{l} (1+1)\\ - (2)\\ + (2+0+(1+0))\\ - (0-0)\\ - (1) - (0)\\ + (0-0)\\ + (1) \end{indentalign} \] \[ 2-2+3-1-0+(0-0)+1 \]
The artillery only needs to roll above 5 to hit.
ASSETS that attack, such as cannons, have the same To Hit calculation, just with an added distance modifier for how many quads away they are, so if a cannon is attacking from 2 away, it would need to roll above 6.
DAMAGE CALCULATION>>
As in To Hit, the attacker must roll a d10.
In the same circumstance as in the earlier example, light woods provides 1 defense, the auxiliary Fameio of the defender does not play into calculation. An Attacker's damage is modified by a Support type unit, which the attacker has in a Support Papa, who gets an affinity bonus, providing an extra 2 to the calculation. The defending Chavero has a high base defense that adds to his class. Note in this calculation, disorder modifier does not play into actual damage.
\[ \begin{indentalign}[2em][1em]{l} (quadrant\ def - quadrant\ atk)\\ + (attacker\ total\ attack + affinity\ bonus + (support\ bonus+support\ affinity\ bonus))\\ - (attacker\ tarrochi\ modifier - defender\ tarrochi\ modifier)\\ - (defender\ total\ defense + defender\ affinity\ bonus)\\ + (attacker\ tarrochi\ spirit\ effects- defender\ spirit\ effects) \end{indentalign} \] \[ (1-0)+(1+1+2)-(0-0)-(3+0)+(0-0) \]
The total damage done is 3 on hit.
The defending Chavero has a raw health of 3 and a class health of 3, so he is hardly out of the fight, and will return with back with the same calculations.
As this is a basic example, assuming low tarrochi bonds and no effects in play, these numbers don't indicate how everything might play out in a game, only provide a basic example of how the system works.

REACTION PHASES


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The non phasing player may moved reserved units. They can move to an uncontested area or reinforce a contested area, but can't reinforce a newly contested area. They can create a newly contested area.

VICTORY CHECK


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Each round a victory check phase is run through. Generally this doesn't matter for most turns.
Win conditions can vary by scenario. Some scenarios will require a full rout, others will require holding a certain number of quadrants, holding a majority, or retaining control of specific quadrants. These may have turn requirements, either holding for a certain amount of time, or holding by a certain turn.