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UEL
is the wargame of one versus one single combat, where duellists
from all manner of backgrounds can face off. Create your character and
take up arms against all who dare face you. Only the most skilled will
survive!
How to Play
Each player has a single model (or character) on a hexagonal base
with one face clearly marked as the Facing of the character. The
Facing, plus the two faces of the hexagonal base directly touching the
Facing, is known as the character’s Arc. Players play
on a board
made from hexagons of a size of their choosing. The game consists
of Rounds that are split into 4 Phases: Movement, Stance, Duelling,
and Damage. At the beginning of the Round players roll a single 6-
sided die (D6) and add the result to the Initiative characteristic of
their character (see Character Sheet pg 6). The player that has the
highest total is said to have the Advantage. If the total for each player
is equal, players roll off again until one player has the highest total
and gains the Advantage.
Facing
Arc
Arc
The green section represents
the character's Facing,
whereas the yellow and
green sections represent the
character's Arc.
Each player has a character on a hexagonal base with a clearly marked Facing and Arc.
Play is split into rounds, with players rolling a D6 and adding their character’s Initiative
at the beginning of each round.
The player who rolled highest has the Advantage.
Movement Phase
Once the Advantage has been determined, both players secretly choose one of the movement
options (see pg VII). Players are limited in their choice by the Initiative characteristic of their
character (see Character Sheet below). For example, a character with Initiative 4 could select one
of the first 4 options (options 1, 2, 3, or 4). To select an option, the player places a D6 on the
table with their choice face up. Each player keeps their choice hidden until all players have
made their choice. Once everyone has decided on a movement option, all players reveal
their choice simultaneously. Starting with the player with Advantage, characters are moved
a number of hexes up to or equal to their Initiative, following the path of the movement
option they selected at the beginning of the round. Each “direction” can be moved
along multiple hexes, but the character must move along all directions for a specified
movement option. For example, if the character has an Initiative of 5 and is using
movement option 2, the player may move their character 3 hexes diagonally
and 2 hexes vertically. Once the character has finished its movement, the player
may then choose to have the character face in one of the directions as indicated
by the thin lines at the end of the arrows. Characters cannot move through one
another, so if a move would result in the character doing so, the character instead
stops as soon as they are in contact with the opposing character. This is also the case
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should a character reach the edge of the board. If this happens, the character must remain facing
the direction it was in when it was forced to stop.
Each player secretly selects a movement option, their choice limited to between 1 and
the Initiative of their character.
Players simultaneously reveal their movement option.
The player with the Advantage moves first, moving their character a number of tiles
equal to the character’s Initiative and along
the path of the movement option they
selected.
If a character would pass through another character or reaches the edge of the table,
the character instead stops moving.
The player chooses the facing of the character based on their movement option.
Stance Phase
Once both characters have finished their movement, the players may opt to change their
character’s stances. Starting with the player with Advantage, both players can choose to adjust
their character’s stance to change the weighting of the character’s weapon (see Weapon
Weighting below) or Facing. If the player decides to change the weapon’s weighting, they can
only change the weighting of the character’s weapon by one spot (e.g. changing the weight from
Back to Centre, or Centre to Front). Alternatively, if the player decides to change the Facing of
their character, they may rotate their character to face 60° either left or right of their facing after
movement.
Starting with the player with the Advantage, each player can choose to change the
weight of the character’s weapon by one spot, or change the Facing of their character
by 60° left or right.
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Duelling Phase
Once both players have finished adjusting their characters stances and if both characters are
within one hex of each other, then the duel can finally begin. Both players will simultaneously
but separately roll a number of dice equal to their respective character’s Attack characteristic (see
Character Sheet below). Each
player’s roll is their respective Attack Pool, with players applying
any modifiers immediately after rolling. Players then simultaneously determine which of the dice
in their Attack Pool rolled a successful Hit, followed by which of their dice rolled a successful
Parry, and finally which of their dice failed to Hit or Parry. Dice that successfully Hit are removed
from the Attack Pool and moved to the player’s Hit Pool. Once this is done, the remaining dice
in the Attack Pool that have rolled a successful Parry
are moved to the player’s Parry Pool. All
dice in the Attack Pool that have not rolled a successful Hit or Parry are discarded.
Hitting -
A die is considered to have successfully Hit depending on the player’s character’s
position relative to their opponent’s
character. The player compares their character’s Arc to their
opponent’s character’s Facing. The roll required to Hit is equal to the value given in the To Hit
diagram. For example, if a player’s character’s Arc is touching their opponent’s character’s
Facing, then a roll of 5 or higher is needed to successfully Hit. If the opponent’s character is not
touching one of the faces of the player’s character’s Arc then the player’s character cannot Hit.
Parrying -
A die is considered to have been a successful Parry depending on the player’s
character’s position relative to their opponent’s character. The player compares their character’s
Facing to their
opponent’s character’s Arc. The roll required to Parry is equal to the value given
in the To Parry diagram. For example, if a player’s character’s Facing is touching their opponent’s
character’s Arc, then a roll of 3 or higher is needed to successfully Parry. If the opponent’s
character is not touching one of the faces of the player’s character’s Arc then the player’s
character cannot Parry.
If both player’s characters are within one hex of
each other they may begin the
Duelling phase.
Players simultaneously roll a number of dice equal to their character’s Attack
characteristic, called the Attack Pool.
After applying any modifiers, players create a dice pool of all dice that have
successfully Hit, based on their character’s Arc relative to their opponent’s character’s
Facing.
Players then create a dice pool of all dice that have successfully Parried from the
remaining pool of dice from the initial roll, based on their character’s Facing
relative
to their opponent’s character’s Arc.
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Damage Phase
Each player now compares their Hit pool and Parry pool to their opponent’s
Hit pool and Parry
pool. For every Parry a player has, they reduce the number of Hits their opponent has, to a
minimum of 0. Once this is done, the remaining number of dice in each player’s Hit pool is dealt
as damage to their opponent’s character.
This reduces the total number of Wounds the character
has by the number of remaining dice in the Hit pool. If a character is brought to 0 wounds or
fewer, then the player who that character belongs to loses the game.
Players compare their Hit pool to their opponent’s Parry pool, reducing their Hit
pool
by the number of dice in their opponent’s Parry pool.
After reducing their Hit pool, any remaining dice in the player’s pool reduces their
opponent’s character’s Wounds by one per dice.
Weapon Weighting
How the weapon is built or wielded will change the speed or strength a character can wield it
with. This is represented using the Weapon Weighting system. Each character starts the game
with their weapon weighted either at the Back, the Centre, or the Front of the weapon. The
position of this weight changes how the character fights as follows:
- Back Weighting: Increase the Initiative of the character by 1.
- Centre Weighting: Rolls of 6+ to Hit increase the Hit pool by one in addition to the normal
Hit.
- Front Weighting: Reduce the Initiative of the character by 1. Rolls of 5+ to Hit increase the Hit
pool by one in addition to the normal Hit.
If a character changes the weighting of their weapon during a fight, they do not retain the previous
bonus of having the weapon at a certain weight. The Weapon Weighting chart is seen on all
character
sheets to allow players to maintain track of their character’s weapon’s weight throughout
a game.
A character’s weapon begins the game with its weight at a certain spot.
The weapon’s weight can be changed during a game
by changing Stances, changing
the effects of the weapon.
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