This is free board game. Download rules pdf here. Click on the map to download.
Seth Alter made this game. Marshall Johnson made the map.
Copyright 2015 Subaltern Games, LLC all rights reserved
Jade Helm 15 is a US military exercise that began today (July 15, 2015). It is also, according to some people, a secret US military INVASION OF TEXAS TO SEND PEOPLE TO FEMA CONCENTRATION CAMPS AND TAKE THEIR GUNS. OR SOMETHING.
Jade Helm 15 is a strategic wargame about a Federal invasion of Texas in 2015. One player plays the United States (US), and the other plays Texas (TX).
It takes 10-15 minutes to play.
How to Win
- Texas wins by surviving for 10 turns.
- The United States wins by establishing 5 Walmarts as FEMA camps.
- Either side wins if its opponent no longer has any units left.
- 3 US Army tokens
- 3 Texas State Guard tokens
- 10 Damage CountersJadeHelm15
- 4 Walmart tokens
- 1 6-sided die
Both sides start with 3 units.
The US deploys first and takes its first turn first.
(So, US deploys. Texas deploys. US turn. Texas turn. US turn. etc.)
The United States player places their units on any blue region marked with an airplane icon. The Texas player then places their units on any red region marked with an airplane icon.
Now, and throughout the game, there may only be one unit per region.
Gameplay is turn based.
Each player gives their units orders, and then ends their turn. Then, it is the next player’s turn.
At the start of Texas’ turn, the turn counter advances.
Each unit has 2 Action Points (AP) that they must spend before ending their turn (so, you cannot expend 1 AP, move a different unit, and then return to the first unit).
Each unit has 3 Hit Points (HP). When a unit takes damage, add a damage counter to it. If a unit has 3 damage counters, it is destroyed.
Each of the following actions costs 1 AP:
- Rest. Only allowed in friendly territory (see “Movement”). Remove 1 damage counter. End turn.
- Wait. Do not move.
- Move. (see “Movement”)
- Move and Attack. Move into a territory occupied by an enemy army. End turn. (See “Combat”)
- FEMA. US only, and only in a hostile (red) region without a Walmart token. US player gains 1 FEMA point. Mark this territory with a Walmart token.
If a unit moves into a territory occupied by an opposing unit, they initiate combat.
In a combat roll, both players roll a six-sided die. Whoever had the lowest roll adds a damage counter to their unit.
If the losing unit has 3 damage counters, it is destroyed and the winning unit moves into the territory (do not apply the Movement rules in this case).
If the attacker loses but is not destroyed, it stays in its current region.
If the attacker wins and destroys the defender, the attacker moves into the defender’s region.
If there is a tie, both sides re-roll.
The American Southwest is not wholly allied to either side; some regions are more “permissive” than others. There is always a chance that local militia will oppose the combatants.
When a unit moves into a new territory, they must roll a six-sided die, and then add the following modifier:
Blue: +2 US and -2 TX
Light Blue: +1 US and -1 TX
Red: -2 US and +2 TX
Brown: -1 US and +1 TX
Example: A US Army moves into San Diego. The US rolls a 4, and then adds -2, for a total of 2.
On a 4 or better, the unit passes through unopposed.
On a 3 or worse, the unit makes a combat roll against the local militia (roll a six-sided die with no additional bonuses against that unit). If the unit is not destroyed, it does not move into the region and ends its turn.
Example: A US Army moves into San Diego and has a total roll of 2. It rolls a 5 against San Diego’s 6. The US Army receives 1 damage counter, and does not enter San Diego.