Onefinity Rules¶
Table side choice¶
Contrary to many other wargames, Onefinity does not have deployment phase. Check the Table Generator to create and validate your own table or use this table example as a starting point.
Each player should chose an opposed side of the table; Do an opposed draw of 1 card - Draw off. If a is drawn, discard it, then shuffle your discard pile back in your deck.
Highest wins and gets to chose their table side.
Other player automatically gets the opposite side.
No trooper is deployed on the table!
Troopers will enter the table from the Active player side when they get activated and enter play.
Warning
Troopers - unless stated otherwise - must always enter play from their player's table side
Info
Scenarios can provide start of game variations
Note on Jokers
Jokers are always considered a critical. But the game has not started yet, the goal is for players to retain them in their deck before the game actually starts.
Turns¶
After each player has chosen their side, do another opposed draw of 1 card. If a is drawn, discard it, then shuffle your discard pile back in your deck.
Highest wins and becomes the Active player while the other player becomes the Reactive player.
The Active player draws 1 card. The value of the card is the number of action points the player can spend to activate their troopers.
Again, if a is drawn, discard it, then shuffle your discard pile back in your deck.
Actions points can be used on any active trooper in any order as the player sees fit.
Once the Active player has depleted his action points pool or decides to pass, it is now Reactive player turn to become active and draw for action points.
The game ends with the first player reaching the amount of victory points (VP) required by the scenario.
Note on Jokers during AP draw
Jokers don't have any value and are always considered a critical. That's why it doesn't make sense to consider it as other cards for Activation Points and should be discarded.
Troopers state and conditions¶
During a game, depending on the outcome of combat exchange, trooper may have their main state change.
States¶
Active¶
Trooper has a positive wound count
Can be assigned Actions points during Active player turn
Downed¶
Trooper got shot at and their wound count reached 0
Cannot move or take any action/reaction
Cannot Shoot
Can fight back when attacked in Close Combat
Can be Healed/Repaired by a Medic/Engineer
- Laid on the side
Killed¶
Trooper received enough damage to get a negative wound count
Removed from play
Conditions¶
Troopers can also receive conditions:
Hacked¶
Trooper failed protecting against hacking attack
Cannot move until they succeed at Emergency Recovery special action
Can Shoot
Can fight back when attacked in Close Combat
Movement¶
Movement is expressed in hexes and depend on your unit type.
Certain skills, abilities or conditions can affect the speed of your unit or trooper.
Actions¶
Only ready troopers can be assigned actions.
Downed troopers can never be assigned an action during the Active player turn, nor can draw for reaction.
Downed troopers can actively participate in close combat.
Unless stated otherwise, each additional same action of the same trooper during the same active turn doubles the action point cost.
Example
- Trooper 1 moves 2 hexes = 1 point
- Trooper 1 then shoots at Trooper 2 = 1 point
- Trooper 1 moves again 2 hexes = 2 points
- Trooper 1 shoots againt at Trooper 3 = 2 points
Total = 6 points
Move¶
Action Point(s): 1
- Up to trooper's maximum movement value
Jump/Climb¶
Action Point(s): 3
- Up to trooper's maximum movement value
Shoot¶
Action Point(s): 1
- Shoot at a visible target in range of trooper's weapon and in LoF
Close Combat fight¶
Action Point(s): 1
- Attack an adjacent enemy in base contact. Enemy must be in movement range and LoF
Charge¶
Action Point(s): 2
- Charge and attack an enemy in base contact. Enemy must be in movement range and LoF.
- Charge provides +1 card attack bonus
- Cannot charge if there is not at least 1 free Hex between troopers
Deploy¶
Action Point(s): 2
- Provided that the active player has non deployed Scout class troopers, after drawing for action points, active player can deploy one Scout trooper following the Scout rule.
Special action¶
Action Point(s): 2
- Except noted otherwise, draw 1 card - On 8+ the special action is a success
- Is considered like any other action for the doubling cost rule
Emergency Recovery¶
- Requirement(s): Self executed
- Specialist:
- Effect: Removes Hacked status from TAG
Discover¶
- XXX
Hack¶
- Options(s) - Chose one:
- TAG: Range 3 Hexes
If hacker draws a 8+, TAG draws to defend. If result is less than the Hacker's, the TAG receives the Hacked status.
Hacked Status: TAG cannot move or turn until it succeeds at an Emergency Recovery special action. - Remote Defuse: Range 2 Hexes
Defuse plasma charge - Device: Must be in base contact with the device
- TAG: Range 3 Hexes
- Specialist: Hacker
- Effect: Option based outcome
Heal¶
- Requirement(s):
- Must be in base contact with the ally unit to heal
- Does not work on TAG units
- Specialist: Medic
- Effect: Heal 1 wound from the target - Removes the "downed" status
Interact¶
- Requirement(s):
- Must be in base contact with the element to interact with
- Specialist: -
- Effect: Scenario based outcome
Plant plasma charge¶
- Requirement(s):
- Specialist: Saboteur
- Effect: Plant the charge on the current hex. When enemy trooper enters the trapped hex, the charge detonates and attacks troopers with the following stats: Fire Power(1), B(1), AP(1)
Repair¶
- Requirement(s):
- Must be in base contact with the element/TAG to repair
- Specialist: Engineer
- Effect: Heal 1 wound from the target/TAG - Removes the "downed" status
Use Equipment¶
- Requirement(s): Must have a piece of equipment that can be used
- Specialist: -
- Effect: See equipment effect
Reactions¶
During Active player's turn, the Reactive player can react upon Active player's trooper activation by declaring a reaction.
The Reactive Player trooper's reaction is valid when:
- An active trooper activates within their Line of Fire (LoF).
- The reactive trooper is not downed.
- The reactive trooper has a Special Skill, Weapon, or Equipment allowing it to react to enemy actions without LoF.
- They are affected by a Radius Weapon - blast effect - or are the target of a Hacking attack
Info
Although not considered a reaction, but in the case where a trooper is shot at in the rear 180° arc and would successfully defend, the trooper can be turned to face their opponent.
The possible reactive actions are the following:
Reactive Shooting¶
- Shoot your weapon with a limited Fire Power of 1
Info
Some skills or equipment may bypass this limitation
Defuse¶
- Same as special actions:
Can be used when triggering a charge detonation.
Draw 1 card. 8+ is a success and trooper defused detonating charge
Dodge¶
- Same as special actions:
Draw 1 card. 8+ is a success and trooper can get into cover by moving up to half their max movement value - minimum of 1 Hex.