Boots on the Ground
, a solitaire/cooperative/competitive modern-era board game from Worthington Games has generated a lot of interest and curiosity. It's got a very short rulebook—four-pages—and hence, a very short learning curve. Unfortunately, the rules didn't address all the questions that arose while playing the game for a review, so Armchair General
contacted Worthington Games to get clarification on some of ambiguities. Questions are in alphabetical order.
Gamers are urged to add their own questions and/or house rules to this forum for other players to consider and discuss.
Click here to read ArmchairGeneral.com
's full review of Boots on the Ground
Can individuals be activated again before other members of the squad are activated?
You can activate the same unit over and over, but that decision could be hurting more than helping. I played one game where my team was so bloodied that I secured a building (placed a unit in each window and door so for the most part no Insurgent could appear) and used my remaining Scout unit to complete the objective and then returned to the team, licked our wounds then high-tailed it back to the LZ. Another game my buddy tried the same and left his team on the street at the beginning and ran with one unit, then it would die, and he'd have to send another lone unit. In the end, his team was long gone before my team had slowly moved through half the board.
Q: Card—Insurgents move and fire.
If an insurgent card calls for a certain number of insurgents to move and fire, but fewer insurgents can get into range for a shot than the card allows, can the out-of-range insurgents still move toward the squad even though they can't shoot?
Yes, the idea of this card is that even if all cannot fire, danger is more imminent and possibly the insurgents that are moving to Bravo are coming from Alpha’s area.
Q: Card—IED explodes.
On the card "Closest door explodes from IED," is the device considered to be IED A or IED B or should players make a die roll? If Demo expert is next to the door when IED card is drawn, can he disarm it?
This is more an instant generic kind of IED, any unit in the three squares across the front of the door are injured, regardless.
Q: Co-op games.
Can individuals from one squad aid individuals in another squad; in particular, can the Medic from one squad heal wounds in the other squad, assuming he's adjacent?
One house rule that I have began to love and I feel is implied in the rules but maybe not spelled out clearly enough, the CO-OP missions are just that, CO-OP. For example, my Alpha medic can heal my buddy's Bravo team and vice-versa.
Why are GIs rated -2 to fire?
This is to simulate that the GI is “fresh off the boat” and untested with this team of elite fighters.
Why does only the Demo expert have grenades?
To start, only the Demo Experts have grenades, but within the game a grenade “kit” can be collected (if found in an Unknown Kit) and used by other team members.
Can insurgents try to kill hostages if they are escaping?
No, in an effort to keep the Insurgents autonomous the Insurgents cannot fire on civilians or hostages. Players can modify that with any agreed-upon “house rule;” this may, however, instantly create a no-win situation.
Can squad members that are medevaced and restored to health return to play, moving from the Green Zone?
Yes. It is sometimes a long and lonely road.
Can an RPG be used against a wall in situations where the firing figure would not be able to know an enemy figure is against the wall on the other side?
Yes, who knows, maybe a Predator drone had just scanned that building with a thermal imaging camera and notified the team of the danger.
Q: Unknown-Kit items.
If a medical kit or grenade obtained from an Unknown Kit (box) is used, does using it require activating only the individual who uses it or can it be used during a team activation?
This could be just at the beginning of an individual or team move.
Q: Vehicle cover.
Why do vehicles provide cover but firing from an opening in a wall (door or window) doesn't?
This was the original idea, but the fact that almost every Insurgent starts in a window or door the amount of modifiers to keep in your head would start to become to confusing. In an act to keep the game play simple, fast, fun, and intense we felt that removing that modifier would not detract from the game, leaving the only cover would be walls and vehicles.
Q: Vehicles adjacent to building openings.
If a squad member is inside a building, at a window that is diagonally adjacent to a vehicle, does the vehicle need to be flipped over to see if it contains an IED or does that occur only if the squad member is in the street?
Only on the street does the cover need to be flipped.
Q: Wound effects.
Do wounds affect shooting or just movement?