White Bear and Red Moon - Game Play

Game Play

An unlimited number of units can be grouped together in the same hex to form a stack. Depending on the components of the stack and how it is ordered, most stacks exert a zone of control into the surrounding hexes. Units must cease movement upon entering an enemy zone of control, and a unit can not move directly from one enemy zone of control to another. Stacks that are currently disembodied do not exert a zone of control.

Each active player's turn consists of the following phases:

  • Move those units that are subject to random movement.
  • Attempt to gain allies.
  • Move any friendly units, and add replacements and reinforcements.
  • Use any exotic abilities (such as magic).
  • Resolve combat.
  • Rally units that are disrupted.

Resolution of combat can include various types of magic, the use of missile fire, and finally melee combat. The combat results are in the form of Combat Factor losses, which is one of the ratings on the counters.

As is typical of many wargames, every friendly unit that is adjacent to an opposing unit must attack an adjacent opposing unit. Also each opposing unit adjacent to a friendly unit must be attacked. The exception to this is a unit inside a fortification, which is not forced to attack.

This game includes a considerable amount of chrome, simulating the variety of heroes, creatures, and magic that were involved in the battles. This can be an appealing factor to those who enjoy games with a fantasy atmosphere. Heroes and superheroes can have a powerful impact on the outcome of the various battles. The extra details can add complexity to what would otherwise be a relatively simple board wargame.

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