It's been changed 5 or 6 times already in the last two, three weeks, and my main concern at this point isn't balance but whether it could be playable at all. I mainly want not to cram the player's heads with numbers and constant check-ups on who does what to whom. It would be the battle system for a RTS-emulating board game I'm taking a whack at creating in my spare time. At this point it happens in three phases - Far, Medium and Close distance, starting with Far and moving through all three in turn. The units are also of three main types - Melee, Archer, Mage. Their current battle parameters are HP, Attack, Defence and the number of the turn they're allowed to take action. The last one refers almost exclusively to Mages, since I've decided they'd be too strong without a limitation like that. Each parameter except HP has 3 possible values depending on where the particular unit is fighting. (For some units all 3 might be the same, and for others they might diverge widely.) The battle starts with the players laying down a card face-down simultaneously. The number of cards they're allowed to lay down in a single turn is determined by a Leadership parameter, as is the total number of cards they're allowed to lay down during a phase (maximum of five). If a player chooses not to lay down a single card during a phase, the battle moves to the next phase.Any Archer or Mage placed before you've placed a single Melee unit is dubbed a "front-line" unit. Any of them placed after you have a Melee unit on the table are dubbed "rear-line" units. The first Melee unit you place is invariably a front-line unit. Other Melee units can be either front-line or rear-line, your choice. After you've placed your card(s) face-down, you turn them over and then, again simultaneously, choose actions for them. They can Attack, Defend, Wait or Change battle-lines. Only front-line melee units can Attack; Archers and Mages can attack from anywhere. Only rear-line units can defend, irrespective of type. If you wait, your unit is inactive until the next round of the phase. If you change battle-lines, you, um, change battle-lines. If a unit is being attacked while changing battle-lines from front to rear, it receives a "cover" from another front-line unit, which is a single free hit at the attacking enemy. The choice of attacking an enemy unit activates its "death-counter". It's usually equal to its HP and what it measures is the amount of turns after the current one that it would take to kill the critter. So if on turn 3 you attack a critter with HP = 7, it would take until turn 10 for it to be dead. If that critter is also attacking you, you compare both creatures' attack values. The positive difference is directly subtracted from the weaker critter's death-counter. Attack 5 vs. Attack 2 means three less turns for the Attack 5 critter to kill the Attack 2 critter. The stronger critter's death-counter is also running however, just without any penalties. If the critter is defending from your attack, you compare your attack to its defence. If Attack - Defence > 0, the difference is again subtracted from the weaker unit's death-counter, only this time divided by 2 (rounded down). If Defence - Attack > 0, the defending critter's death-counter is increased by the difference (no division). If you're being attacked by more than one enemy while attacking, the enemy Attack/your Defence comparison applies, only this time if the enemy's Attack is higher, the difference isn't divided by two. If you're being attacked by more than one enemy while defending, the difference is divided by two. If all attacks on a particular unit stop, its death-counter stops as well. You move on to the next turn of the phase where you check if any of your units have died, and then again you can lay down card(s) or not. At any moment when you choose the latter, you can't lay down any more cards during the current phase. When one side loses all its units in the current phase, the battle moves to the next one. The units which have survived could be placed directly face-up in the next phase although they won't be able to attack until turn 2. Or any number of them could be "retreated" and not used in the next phase. Apart from unit-cards you could use spells at any point in any phase as long as you have the resources to do it. Also you can plop you Leader unit (the guys/gals with the aforementioned Leadership parameter) on the battlefield without warning at any point, with the catch that you can't retreat it. (They're not so irreplaceable though, so you can basically afford the risk sometimes.) And that's basically it. No dice used unless a unit has a special ability that's tested with a 1d6 throw. I've tried to use numbers as small as possible and to take it very easy on the math in the resolve phase. The three phases help in the sense that a smaller number of units takes part in each so it's less stuff to remember as opposed to a single phase with a bigger number of units jostling for the player's attention. Also the three types of distance broaden the design space I'd say. So, what do you think?