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The game


The game must be played outside, in as natural surroundings as if possible.

The ideal locations for the proper playing of the game are forests, riverbanks, beaches and rock formations.

When playing the game, one must imagine that the actions taking place are not isolated within the imidate space in which the pieces are placed, but that the game of being played within a single point of a much larger gaming field.

One must imagines the entire surface of the globe as being the game board of their game, and remember that all their actions take place against the backdrop of everything else  in existence.

The game consists of seven sequences, each played in full. Each sequence is unrelated the the previous one, with characters

lasting only for a single sequence.

It is advised that the players have different counters for all 7 sequences or that both players take a moment between each game to gather new counters from their surrounding environment. It may prove useful to imagine the events of each game taking place several years, decades, centuries or millennia apart from one another.

 

Rules

To play the game, each player must be in possession of a number of character models. These can take the form of toy soldiers, chess pieces, or ideally be drawn from the environment in which the game is being played (small stones, fallen leaves or sticks etc).
The players must also have a number of 6 sided dice (referred to hereafter as D6), and a measuring stick of no less that 12 inches.

 

Facing and observation


Each model must have a recognisable front and rear facing, and efforts should be made to mark this out in the case of abstract or natural models.
The facing of a model determines what it can see and whether or not it is being observed.
A character is counted as being observed when it is within the field of vision of any other character from either player's side that is also within its field of vision. (for example, a character that has its rear facing within the field of vision of another character is unaware that it is being observed, and so acts as if unobserved. A character that has another character facing it directly is both under observation and observing the other character.)

 

Each character model has two sets of statistics.
The first set is its observed set. These are the characteristics each character uses when it is under observation or is observing another character.
Movement= 6 inches.   Roll=3.

The second set is its unobserved set. These are used when a character is either unobserved by another character, or is unaware of it’s being observed. This set is also used when a character has its forward field of vision towards the horizon without any other obstruction, or has not been moved or acted for two turns or more.
Movement= 12 inches towards the edge of the playing field.    Roll=5

 

Each character can move and act.
For movement, the character moves up to the number of inches in its movement statistic in any chosen direction, or directly towards the edge of the playing field in the case of unobserved characters.

 

Playing a sequence

At the start of the game, the players must choose a playing area. A space of 2’x2’ is sufficient for the completion of the game. Once chosen, all sequences of the game must be played within this space.

At the start of the sequence, both players place all their character models within the playing space, with their forward facing towards each other.
The players must choose who goes first, either by dice roll or agreement.
The sequence is played in phases, first movement, then action. Once both players have moved and acted as much as they are allowed too or choose to within each phase, then the phases are over and a new set begins. Each set of phases is referred to as a turn. The game last for as many turns as it takes for the sequence to be completed.

Movement


During the movement phase, the player who goes first moves one of their characters according to their set of stats. Unobserved characters will always move 12 inches towards the edge of the playing field. (If a character reaches the edge of the playing field, it is removed from play.)
The second player then moves one of their characters.players then take it in turns to move characters until all characters have either been moved, or have been deliberately left unmoved.

 

A character can turn on the spot at the start and end of their movement phase without it counting towards their movement, allowing them to change their facing. Once all characters have had the chance to move, the players begin the action phase.

 

Action

 

If a character is within 1 inch of another player's character, it is within action range. If the player decided to act on this, the character is moved as close as is possible to the other character.
In order to act on another character, the player acting must add the difference between the two characters roll statistic to their own, and then, using a 6 sided dice, roll over this amount.
(For example, 2 characters on their own will both need to roll above 3 to act on each other.)  

If the acting player succeeds, then the other player's character is deemed out of play and is turned on its side.
If the acting player fails, then the character being acted upon will then immediately be allowed a free action in response, separate to its own action phase. If this action also fails, the phase continues as normal and the next character that can act acts as normal.

 

When a group of characters is acting on another group, each character present acts as a -1 difference modifier for its own sides rolls, and a =1 difference modifier for the other players rolls.
(Example, if a character is acting on a character who has 2 other friendly characters within acting range of itself, then it must add +2 to the difference between it’s roll stat and the stat of its chosen target, meaning it must roll above 5 to successfully act upon it.
However, if it were to have a fellow character within acting range, that character would act as a counter to one of the opposing characters, and so would lower the difference to 4.)

Both players continue playing through turns until one player has had all his characters removed from play.
Once this has happened, the player with the remaining characters splits his remaining characters into two equal groups (if not possible, the player with the remaining character takes the majority.)
The opposing player then takes control of one of these groups and the turns continue.
This process is continued until only one character remains. This character is then treated as unobserved and will continue playing through movements phases until it has left the playing area.

Once all characters are either on their side or out of the playing area, the next sequence is set up and begins immediately.
This continues until all 7 sequences have been played through.

At the end of the 7th sequence, the players should remove all traces of their activity.

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