How Supremacy was born

SUPREMACY is a game that simulates a confrontation between 2 factions in its universe. Each army is composed of 15 soldiers and you must try to lead them to victory.

Who wins the confrontation?

The side that has scored the most points at the end of the game.

How do you score points?

There are 3 ways to score points:

  • GLORY (try) 5 points. Get a soldier with the ball behind the opponent’s line of honour.
  • REWARD (conversion) 2 points. After GLORY, succeed in kicking the dead ball and passing it through the opposing H.
  • PRECISION (penalty kick and drop) 3 points. After a penalty kick, succeed in kicking the ball standing and passing it through the opposing H. Successfully kick the ball after an early bounce and pass it through the opposing H.

How long does the contest last?

It is divided into 2 parts. The time is controlled by the strategy card draw deck. When there are no cards left in the deck, as soon as the ball leaves the field, each part of the game is over.

THE FIELD

It is a rectangular field seen from the zenith divided into zones where there is no limit to the number of soldiers in each zone.

SOLDIERS

You have 15 numbered soldiers with these SKILLS:

– MOVEMENT. Maximum number of hexes the soldier can move when activated.
– BALL SKILL. How skilful this soldier is with the ball, either passing, catching or kicking it.
– Can kick —-). If you have that skill, you can kick the ball.
– Special abilities*. Magister, accurate and domine have certain special abilities

GAME MECHANICS

The game is played in alternating turns. There will be an attacking army (the one with the ball) and a defending army (the one without the ball). In each turn, you can activate a number of soldiers equal to or less than the value of the activation card you play for that turn. Once used card goes into the discard pile.

Each player has 10 activation cards (numbered 3 to 7). When it is run out of cards , they are available again..

Soldiers are activated 1 at a time. Activating a soldier means moving him. Once a soldier’s movement is complete, he cannot move again that turn. During his movement he can perform any basic actions such as kicking, passing or gathering the oval as many times as he wants/ can. A soldier is only considered activated if he moves, not if he only performs a basic action (kick, pass, gather ball).

When you try to do some actions a die roll will be required (3d6 generally) to see if you have success or not. If any of them are unsuccessful, it may mean the end of your turn at once and you will lose the remaining´s soldiers activation not done yet.

FAVOUR (F) AND MISFORTUNE OF THE GODS (M)

Whenever you roll die, if you get certain results, you will either be blessed by the favour of the gods or fall into disgrace.

BASIC ACTIONS

Your soldiers will be able to perform these actions:

  • PASS THE BALL. Up to 2 hexes away. You cannot pass the ball forward.
  • KICK THE BALL. You can kick the ball forward (up to 5 hexes), but players ahead of the kicker cannot be activated that turn.
  • GATHER THE BALL. Either from the ground or in the air, when it comes from an opponent’s kick.
  • TACKLING. You can only interact with the ball carrier. To try to stop him you can tackle him with one or more of your soldiers. The tackle is automatic and no dice are rolled. The players involved fall to the ground. It can only be avoided by using a strategy card.
  • When a Tackle happens:
  • a) When an attacker carrying the ball attempts to move out of a hex where there are 1 or more defenders. The tackle happens at once.
  • b) When a defender is in the same hex as the attacker with the oval. The tackle occurs at the start of the attacker’s army next turn.

Situations such as SCRUM (melee), OPPO (touch) or CUSTODIO (ruck) can also happen.

STRATEGY CARDS

These cards allow you to do things that are not in the rules or to enhance things that are in the rules.Their effects and when they can be used are written in each card.

There are 2 types:


a) Cards that are drawn from a common deck. Each player starts with 3 cards and draws 1 at the start of their turns. It s your hand.

b) Some face up cards and always available to both players. In order to use them, you must spend cards from your hand. The cost in number of cards, depends on how many times you use them each turn. The first time once, the second time 2, etc…