THE POSTMAN

INTRODUCTION Board game/War game based on the 1997 SF Film the Postman. One player is the Postmen. The other player is the Holnists. VICTORY Destroy the opposing Leader Unit. THE MAP The Map shows about 40 Towns linked by Roads. The distance between 2 adjacent towns linked by a road is called a space. Name the towns (Pineview, Bridge City, etc.). Show other features such as Rivers, Forests, and Mountains. TOWN RATING Towns all have a rating of either Small, Medium, or Large. This affects recruit rolls. THE DECK A regular 52 card deck is used. The Postmen can use red cards. The Holnists can use black cards. DICE Six sided dice are needed. COUNTERS Counters are used to depict Units. POSTMEN UNITS The Postman: Unique Leader Unit. Postal Rider: A single Postman on a fast Horse. Postmen Cavalry: A group of Postmen with horses and rifles. MILITIA UNITS Town Militia: Poorly Armed men without Horses. Will not leave their town. HOLNIST UNITS The General: Unique Leader Unit. Holnist Patrol: A squad of Scouts on Horseback. Armed with automatic rifles. Holnist Regiment: Includes Infantry and Artillery. UNIT STAT CHART Unit: Move Fight Sneak Recruit The Postman 4 5 2 2 Postal Rider 3 6 3 4 Postmen Cavalry 2 4 4 3 Town Militia X 6 X X The General 2 2 5 5 Holnist Patrol 2 5 4 X Holnist Regiment 1 3 6 6 MOVE STAT Maximum number of spaces the unit can move in a turn. FIGHT STAT When rolling the D6 to attack, a roll of this number or higher will kill an enemy unit in the same town. SNEAK STAT You may attempt to move through a stack of enemy units. To do this, you must roll this number or Higher on a D6. This stat is also used to retreat from an enemy that enters your location. RECRUIT STAT When rolling the D6 to recruit, a roll of this number or higher will convert a militia in the town into one of your unit types. STACKING Any number of units may occupy the same space (town). MILITIA SETUP All towns not occupied by player units will have 1 Militia Unit. HOLNIST SETUP The Holnist Player starts with: 5 cards The General Unit, 3 Regiments, and 1 Patrol. All these units start in a town called the Holnist Base Camp. POSTMAN SETUP The Postman starts with: 5 Cards The Postman Unit and 4 Riders. These units start in a town called Post Town located at least 3 spaces away from The Holnist Base Camp. TURN SEQUENCE Players take turns. The Postmen go first. Each turn is divided up into 4 Phases: 1. Move Phase 2. Fight Phase 3. Recruit Phase 4. Militia Phase 5. Mail Phase MOVE PHASE Units can move a number of spaces up to their Move Stat rating. You may attempt to move through a stack of enemy units. To do this, you must roll your sneak number or higher on a D6. If you fail your sneak roll, you must stop. If you end your move in the same space as an enemy unit, the Enemy units may attempt to retreat. To do so each must roll their Sneak number or higher on D6. If they fail they must remain in place. If they succeed they may move their unit one space to a town not Occupied by any enemy units. FIGHT PHASE If opposing units are in the same town, they will fight. Militia will not fight Postmen. A Militia stack will fight Holnists on a roll of 6+ on 1D6. All units get to make 1 Attack. All attacks are simultaneous. A unit rolls 1D6 to attack: a number equal to or higher than your Fight stat will Cause 1 casualty (opponent’s choice). If after all attacks are made and units from both sides remain, the Side that took more casualties will retreat 1 space to a town not Occupied by enemy units. If both sides suffered equal casualties the postmen Will retreat. If unable to retreat continue with a second round of Combat. If both sides remain after a second round, the smaller side will surrender. If both sides have equal numbers postmen and militia will surrender to Holnists. Postmen and Holnists who surrender are destroyed while Militia are immediately Recruited by Holnists. RECRUIT PHASE Each unit may make 1 recruit roll if it occupies a town with 1 or more Militia. When rolling the D6 to recruit, a roll of this number or higher will convert 1 militia in the town into one of your unit types. RECRUIT TYPE TABLE 1D6 Postmen: Holnists: 1-5 Rider Patrol 6+ Cavalry Regiment Small towns get -1 to Type Roll. Large Towns get +1 to the Type roll. Leaders get +1 to Type rolls. MILITIA PHASE Skip this phase on Holnist turns. If a town is unoccupied by Postman or Holnist Units roll 1D6: This is the Militia Roll. Get +1 for large towns and -1 for small towns. On a roll of 3+ one Militia Unit appears. A small town may have a max of 1 Militia Unit. A medium town may have a max of 2 Militia Units. A large town may have a max of 3 Militia Units. MAIL PHASE Draw 2 cards. Max hand size is 7 cards. Discard excess cards. TERRAIN Units in Towns adjacent to a Forest get +1 to their Sneak Rolls. Units in Towns adjacent to a lake or river get -1 to their Sneak Rolls. Units defending in towns adjacent to Mountains get +1 to their Attack Rolls. RULE NUMBER 7 If both Leaders are present in the same battle, roll 1D6: On a roll of 4+ the game will be decided by a one on one duel: both sides roll 1D6: The General adds 1. The Postman may reroll a roll of 1 or 2. Reroll ties. The higher roll wins. THE DECK Card: Effect A H Luck: Reroll target Die roll 2 H Rumors: Get +1 to all Militia Rolls 3-9 H Resistance: Target Militia Stack will fight Holnists 10 H Spies: Draw 1 card then Look at opponents Hand J H Winter: Holnist skips his next Move Phase Q H Ambush: All units in this Battle get +3 to attack rolls K H Narrow Escape: Unit Automatically Retreats A D Hope: Get +1 to all recruit rolls this turn 2 D Confusion: Opponent must discard 2 random cards 3-9 D Pony Express: Unit gets Move +1 10 D Deliver the Mail: Move Rider to any unoccupied Town J D California Postman: Gain 1 Rider on Town on Maps edge Q D Rough Terrain: Negate all moves by target stack K D Wilderness: Unit Automatically makes Sneak Roll A C Resupply: Draw 2 Cards 2-9 C Forced March: Stack gets Move +1 10 C Brutality: In Battle destroy 1 opposing unit J C Fear: Postmen get -1 to recruit next turn Q C Cowed: Militia stack does not fight K C Trap: All your Units get +2 to Fight this battle A S Firepower: All your Units get +1 to Fight this battle 2-9 S Intercept: Unit gets -1 to Sneak or Retreat Roll 10 S Discipline: Target Unit is not destroyed J S Organization: Get +3 to Type Roll Q S Conscription: Get +3 to target Recruit Roll K S Break Morale: Opponent discards 2 Random Cards Note: Postmen use Red Cards. Holnists use Black Cards LINKS Wikipedia