Number of Cards = (Number of Battlegrounds x 20) + 20
Therefore, a 7 Battleground Campaign would have 7x20 + 20 = 160 cards
per Deck.
A typical, 5 Battleground Campaign would have 5x20 + 20 = 120 cards per
Deck.
A smaller, 3 Battleground Campaign would have 80 cards per Deck.
A monstrous 9 Battleground Campaign would have 9x20 + 20 = 200 cards per
Deck!
The Battleground nearest to a commander represents his Rear Lines, the next furthest, his Front Lines. The Battleground exactly in the middle is Neutral Territory at the beginning of the Campaign.
eg:Cards are picked by the commanders as appropriate, and laid out, face-down, in any agreed order.
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Commander A
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Campaign HQ (A)
T T T Commander A's Rear Lines: 3 terrain cards picked by commander A
Rear HQ (A)
T T T Commander A's Front Lines: 2 cards picked by commander A, 1 by B
Forward HQ (A)
T T T <<< Neutral Territory (START)1 card by A, 1 card by B, 1 Random
Forward HQ (B)
T T T Commander B's Front Lines: 1 card picked by commander A, 2 by B
Rear HQ (B)
T T T Commander B's Rear Lines: 3 terrain cards picked by Commander B
Campaign HQ (B)
------------------------
Commander B
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It is suggested that the Terrain cards not in use be kept off to the side , still in their correct arrangement, until needed.
Example 1: Commander A is choosing his Rear Lines. He chooses 1 River, 1 Bridge, 1 City. He is not allowed to choose 3 Rivers, or 2 Rivers and a Bridge, and thus make it impossible for a non-bridging, non-flying, non-amphibious opponent to attack his Campaign HQ.
Example 2: Commander B is choosing his Front Lines. He is allowed to choose 2 of the 3 Terrain cards. He chooses 1 River, 1 Woods. By a coincidence, his opponent chooses 1 River. This is now a tough proposition - 2 Rivers to cross! There is such a thing as bad luck, and some battles are harder to fight than others.
Example: Commander B loses the first Battle. The second Battle will take place on his front lines, using his Rear HQ and his aggressive opponent's Forward HQ, which is presumed to have been moved up.
Bridges and terrain cards destroyed in previous Battles remain in this state if revisited in a later Battle.
Instead, the following occurs:
1. All Combatants, Non-Combatants and Support cards that were still in
play at the end of the
last Battle return to the deck. All other cards go to the Discard Pile.
2. A maximum of HALF the cards in the Discard Pile (commander's choice,
round down)
return to the commander's deck. These are considered REPLACEMENTS, and
are kept
secret from the opposing commander. It is suggested that REPLACEMENTS be
counted out
face-down, so that the opposing commander may see that no more than half
are returning.
3. Each commander may then openly discard any SUPPLY cards which may now
be excess to
requirements. No other type of card may be discarded at this time.
4. Cards left in the discard pile after this process are removed from the
Campaign, and may not
be re-introduced.
5. Decks should be thoroughly re-shuffled before the next Battle, of
course.
Firstly, you get the sense of advancing into enemy territory. As you get closer to the enemy Campaign HQ, you increasingly fight on Terrain that he has (presumably chosen to be) favourable to him, making the final struggle harder, and victory sweeter.
Secondly, the limited replacements idea stops commanders from throwing away their big guns if they only have a few of them, making play more balanced. It also engenders a feeling of running out of resources as you near the end, and forces commanders to make intelligent choices about what would be useful in the next Battle (and who knows what the terrain's like?)
Thirdly, you must pick everything very carefully, with a view to the long -term goal: victory!