Battlefields

Battlefields

Credits

Game Design
Iván Burgos, Aron West
Illustration
Denis Martynets
Graphic Design
Jordan Silvestri

Game Specifications

👥
Players
2 players
⏱️
Play Time
30-60 minutes
🎂
Age
14 and up
🎮
Type
Base Game
🏷️
SKU
ELZ-1800

Game Overview

Battlefields is a tactical combat game where two players command opposing armies in head-to-head battle. Players choose between the Heroic Forces and the sinister Lich Forces, each with 17 unique unit types ranging from nimble scouts to powerful catapult lords.

Each unit has distinct statistics and abilities. Players start with 12 deployment points to draft their forces, choosing between fielding numerous weaker units or investing in a few powerful ones. Combat is resolved through a dice-flicking system where players physically flick custom dice from their units toward enemy targets.

The game offers three distinct modes that change the objective and tactical approach. Units track damage with health rings, entering a wounded state when defeated the first time before being destroyed entirely.

Key Features

Three Game Modes

Each mode provides different victory conditions and tactical challenges:

The Mightiest Wins mode rewards players for destroying enemy units. Each destroyed unit awards victory points equal to its level, and the first player to reach 10 points wins. This mode supports reinforcements, allowing players to spend captured enemy units to bring fresh forces into battle.

Annihilation mode eliminates the reinforcement system entirely. Players must destroy all enemy units with only their starting forces. The last player with units on the battlefield wins.

Destroy the Enemy Commander mode adds special commander units to each army. Players must inflict 10 damage on the opposing commander while protecting their own. Commanders are exempt from certain movement penalties and use health tokens instead of health rings to track damage.

Dice-Flicking Combat

Attacks involve physically flicking one of three coloured attack dice from the attacking unit toward the target. The white die is weakest, yellow is moderate, and red is strongest. Each unit card indicates which die that unit uses.

Players place the wooden dice catcher on the target’s hex, then flick the appropriate die from atop their attacking unit’s token. If the die lands in the target’s hex, the attack succeeds and deals damage based on the die result.

Units can be damaged by stray attacks if an errant die lands in their hex, creating a friendly fire risk. The Accurate attack power allows players to redirect missed shots to empty hexes or enemy units instead.

Unit Abilities and Powers

Every unit has a unique ability categorized as Attacker, Support, or Tactical. The Necromancer can heal allied units by flicking the blue healing die. The Golem ignores damage when attackers roll a 1. Giant Bats can reposition enemy units before attacking.

Three attack powers modify combat. Accurate units can reroll missed attacks. Lucky units roll twice and choose the better result. Relentless units inflict maximum damage on ties.

Special die results trigger bonus effects. Extra Attack allows an immediate second attack. Tactical Move grants bonus movement. Explosion deals splash damage to adjacent units. Healing restores health points to the attacking unit.

Deployment Strategy

Players take turns placing one unit at a time in their deployment zone. The battlefield is divided into three starting rows with level restrictions. Level 3 and 4 units deploy in the first row, level 2 units in the second row, and level 1 units in the third row.

This deployment system creates strategic choices. Powerful units start closer to the front lines but cost more deployment points. Cheaper units provide flexibility and numbers but begin further back.

Optional Variants

Perfect Shot mode demands greater accuracy. Attacks only succeed when dice land in the intended target’s hex, eliminating collateral damage from stray shots.

3D Terrain mode adds physical obstacle pieces to the battlefield. Units cannot occupy hexes containing terrain, and attack dice can ricochet off obstacles.

Non-Dexterity Mode supports solo play against an AI opponent with adjustable difficulty levels. This mode removes the physical flicking requirement and uses dice rolls to determine attack outcomes.

Components

Battlefields includes:

  • 34 Unit Cards (17 Heroic, 17 Lich)
  • 54 Unit Tokens (27 Heroic, 27 Lich)
  • 28 Health Tracking Rings (14 per team)
  • 2 Commander Tokens (1 per team)
  • 2 Commander Unit Cards
  • 15 Health Tokens for tracking commander damage
  • 1 White Attack Die
  • 1 Yellow Attack Die
  • 1 Red Attack Die
  • 1 Blue Healing Die
  • 1 Black Range Die (solo play only)
  • 1 Wood Dice Catcher
  • 1 First Player Tracker
  • 49 Victory Tokens (22x single point, 16x two points, 9x three points, 2x four points)
  • 4 Wood Obstacle Pieces (optional terrain)
  • 1 Two-Piece Neoprene Playmat (assembled size: 711x711mm / 28x28")

Each unit card displays the unit’s level, movement points, health points, attack range, attack die type, attack power, special ability, and unique ability rules. Units are distinguished by team colour: blue for Heroic Forces, black for Lich Forces.

Resources

Kickstarter Page

Purchase at Elzra USA/International Shop

Purchase at Elzra Canada Shop