QUAD - Four Stat Operational Level Rules
As a kid who grew up playing Battle Masters, Star Fleet Battles and SPI/Avalon Hill hex map games I learned to appreciate the value of hexes to simplify movement and terrain rules. Have you ever heard someone argue line-of-sight rules in a game using a hex map? I thought not - nor will you run into "front of base" vs. "center of base" measuring silliness. Now that my nephews are playing and loving Battle Masters I've been toying with improving the game by, you know, having the players need to make decisions! With that in mind here is a simple set of rules I cooked up - remember it is intended as a gateway game that still includes player decisions. QUAD Setup Units have four stats - Quality, Unit Speed (I admit this one is a naming stretch), Attack, and Defense. Each player requires a deck of regular playing cards and a few D6. Players begin by identifying each unit with a number card (10's represent my heavy cavalry, etc.) and taking 3 of that card a...