Flip a card and determine whether you got a hit. The difference is that you don’t have to do all that table look up. Flipping a card is essentially the same as rolling a die and looking up the result on a table.
#STAR RULER 2 COMBAT SERIES#
In development, I took a series of charts and then broke them apart to fit on an Action Deck of 50 cards. Players read different sections of the cards in the Action Deck depending on what they are trying to do: shooting, resolving hits, “rolling” to penetrate enemy vehicles, hand-to-hand combat, movement, and morale. Combat resolution is resolved by flipping cards.After a game or two, players rarely need to refer to these, so two unit records can be taped back to back for even less clutter. The back of these unit records includes the modifiers for hand-to-hand combat and terrain effects on movement. Other than those, there are no chart cards. Each player needs one or two 3″x5″ cards with the information about his units, including their weapons and equipment. No big yellow or pink chart cards cluttering up your beautiful gaming tables.The mechanism uses cards for activation but ensures that multiple players are acting at the same time. This activation mechanism was originally developed for Battles by GASLIGHT and was refined during the development of Look, Sarge, No Charts titles. The Double Random Activation(TM) mechanism provides the unpredictability and drama of card-based activation without the drawbacks.In developing Combat Patrol(TM) I developed the G.A.M.E.R.(TM) “engine.” Key features of the engine are: