Conflict of Heroes - Gameplay

Gameplay

Conflict of Heroes differs from many board wargames in that it allows players to instantly react to almost any action by the opponent. On the active player's turn, he/she activates one unit. That unit is given seven action points (APs) (although there are rule variants on the number of APs given per unit) which it can use to move, pivot, fire or build defenses if it has that capability. Each unit, upon activation, receives their APs, but each unit can only be activated once per turn, and each player can only activate one unit during his/her active period. Because of this, play is passed quickly back and forth between players. After any given unit has used all its APs, it is marked at 'used' and cannot be activated again that turn.

In addition to the APs that each unit receives, each player receives an amount of Command Action Points (CAPs) that can be used at any time to move/fire units that are not active, supplement an active unit's APs, or modify a dice roll. After each action by the active player, the inactive player is given a chance to respond one time with one unit. He may use his CAPs in the same manner as APs to fire with or move a unit, or he may choose to use an 'opportunity action', whereby he is allowed to give a unit any single action, but that unit is marked as used after completing the action. After the inactive player is given the chance to respond, the active player continues with his/her turn as normal. The active player is not bound to using strictly APs either, he/she may use CAPs and opportunity actions in between, before, or after using APs, as long as the inactive player is given a chance to respond to every action.

This rule set allows for a very involved gameplay that leaves little downtime for either player. Many of the other rules in the game are similar to other board wargames, but they are often simplified for ease of teaching and for making the game more fun.

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