Results 1 to 2 of 2

Thread: Double level board

  1. #1
    Join Date
    Sep 2012

    Default Double level board

    Two 3x3x.25 (or sized for your table) clear or clear blue plastic sheets
    Four 1 foot long 1 inch diameter cylinders (may be shorter after i know the specs on the range finder)
    Fine point permanent markers, preferably multiple colors.
    Measuring stick/straight edge
    Super glue
    Level at least 1 foot long

    Board creation-
    1. Carefully measure and mark out a 1 inch square grid on both plastic sheets (alternating colors every line if possible)
    2. Starting 2 lines in and 2 lines down label each row with numbers and each column with letters (after z comes aa then bb, cc etc.)
    3. Glue each cylinder to the top of one sheet in the center of the four squares in each corner.
    4. Carefully place and glue the other sheet in the same manner on the four cylinders leaving your grid on the top of the sheet. (Make sure you match the sheets so that 1a lines meet in the same corner on each sheets.)

    1. Tree or sapling overlays placed on the top board (from now on called board 2) must be place with the trunk on the same position as a trunk on a tree overlay on the bottom board (board 1).
    2. When a leaf or bird is moved from one board to another it must be placed on the same grid position facing the same direction it was before.
    3. Leaves on board 2 move to board 1 on the fourth refresh phase after they are detached. If a leaf lands on a
    -a tail feather, remove the tail feather.
    -space, remove leaf and place all figures on the space or adjacent spaces if there isn't room.
    -another leaf, remove both leaves and place figures in respective lost piles.
    -a bird, the pilot becomes rattled and takes 1 wound. Remove the leaf and place all figures on it in that players lost pile.
    4. When a bird moving from one board to another is placed on a
    -tail feather, normal rules for tail feathers applies.
    -leaf, remove the leaf and place all figures on it in that players lost pile. If the bird moved up in to the leaf the pilot becomes rattles and takes one wound, then either way stops it's movement.
    -bird, do not enter death spiral. The pilot who is on board 1 already becomes rattled then normal rules for crossing birds apply.
    -branch normal rules apply.
    4. A bird at center tilt on board 1 when adjusting tilt may tilt to launch position.
    6. When a bird on board 1 in launch position selects a flight plan they must announce where in the flight path they will switch to board 2. Perched birds may choose but must announce if they will switch boards and when while selecting flight templates.
    7. When a bird on board 2 selects a flight path it may choose to move to board 1 but must announce where it will switch while selecting flight templates.
    8. Subtract 1 from a birds move on an activation where it will switch boards.
    9. A ground figure may spend 3 speed to move from a space adjacent to a tree trunk to space adjacent to a tree trunk on the same grid position.
    10. A bird on board 2 may swoop attack if it's flight path shares a grid position with a bird or a normal swoop attack target on board 1 other than missions.
    11. A bird may not swoop attack or enter death spiral after changing boards.
    12. Only ground units on the same board as the nest may be used on missions. Ground figures on a siege mission must be placed on board 1.
    13. On the second tie of a death spiral between birds on board 2 move both birds to board 1 in same grid position. They will be removed from play next turn if they tie. If these birds move on to a
    -tail feather, both pilots become rattled
    - bird(s), rattle pilot(s) on board 1 and remove other birds from play.
    -leaf, remove leaf and all figures on it and both birds from play.
    -any other board feature other than missions or the axis, remove both birds from play.
    14. When checking range between boards, if
    -the range checker does not fit or touches the bottom of the figures space or base on boards 2 and the others space or base on board 1 the figures are in range.
    -the two figures spaces/bases touch the same grid location sight is blocked. (Exception birds that are not perched on board 2 may still be attacked from board 1)
    -if the range finder crosses above or below any normal sight blocker attacker rolls 1 dice, sight is blocked unless a * is rolled.

  2. #2


    Interesting, would love to see it in action. I have thought about getting telescoping rods for the birds.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts