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Baalskar
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Missile Turn Example
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Interactive Rulebook
Normal Turn Example
Download Rulebook
Missile Turn Example
The Missile Turn is when the two teams are not close enough in proximity to fight hand to hand combat and can only attack their opponents with missiles including; projectile weapons such as arrows, magic missiles such as fireballs & charging players such as wolves.  The Missiles Turns take place at the beginning of the game as the two teams are racing towards each other to meet in combat.  Each team gets one Missile Attack Turn and one Missile Defend Turn only and then all of the remaining turns in the game are Normal Turns.  Since the Fellowship Team gets the first attack, the very first turn of the game is a Missile Attack Turn for the Fellowship Team and a Missile Defend Turn for the Monsters Team.  The second turn of the game is then a Missile Attack Turn for the Monsters Team and a Missile Defend Turn for the Fellowship Team.  After these two turns are over all of the remaining turns in the game will be Normal Turns.
The Attack Phase is when the Attack Team declares their attackers, or which of their players are going to attack.  The Defend Team then declares their blockers, or which of their players they will place in the Front Line Zones to block the attackers at the Battle Line.
During the First Battle Phase the Attack Team assigns all of the Lethal Attacks for the turn.  The Attack Team's players can also choose to take a different action such as mounting a steed, recovering a magic item, or exchanging a steed or magic item with another player.  However if they opt for one of these other actions they cannot also attack this turn.  The Defend Team defends their players with spells & magic items.
Additional Battle Phases, such as a Second Battle Phase, can continue if the Attack Team has remaining Spellcasting Time and wishes to continue casting spells or using magic items.  In this event the Defend Team can also continue to defend their players with spells & magic if they also have remaining Time or magic items.
When the Attack Team can no longer cast additional spells or continue attacking in any way they declare the End Phase.  The Defend Team then carefully removes their slain players if any and places them in their Discard Player card zone while the Attack Team watches.
During the Clean-Up Phase the Attack Team removes any used spells & magic and places them in their Discard Spell & Discard Magic card zones respectively while the Defend Team watches.  The Defend Team then takes the same actions.  Also any Missile or Special Attack cards are returned to their card zone.
Below is a "snapshot" example of how a Missile Turn could look after the Defend Team's turn during the First Battle Phase.  In this example the Monsters Team is the Attack Team and the Fellowship Team is the Defend Team. 
QUICK EXAMPLE OF A MISSILE TURN
Art by Chris Dien
Click here to view a detailed Turn Structure description specifically for a Missile Turn.
Click here to view a complete example of an entire Missile Turn beginning with the Attack Phase all the way through to the Clean-Up Phase!
Click here for a complete Interactive Missile Turn Example.