Milito is a card-based, diceless wargame by Martin Wallace, putting you at the head of an Ancient army, making the key tactical decisions that will win or lose you the battle. Commanding a combination of troops unique to your own army you’ll play unit cards to take control of the battlefield.
Skirmish with light troops to hold the enemy at bay, use your cavalry’s manoeuvrability to your advantage, and advance your units of well-armoured infantry to drive the enemy away. Flank attacks and army-specific leaders provide further tactical depth. Choose the right moment to commit your best units into the battle line and capture three terrain areas to win the game.
Each card in your hand represents one of your army’s units, which has the same strengths and weaknesses as its historical counterpart. Units are rated for speed, attack strength, defence strength, and other modifiers based on battlefield performance. Leader cards offer combat bonuses and have their own special abilities – but be warned that not every leader card is an Alexander or Hannibal!
To find out what other players are saying about this game, ask questions, and join the game’s online community, head over to our Boardgamegeek page HERE.
Rules for Using the Kickstarter Exclusive Mercenary Cards in Milito
As a Kickstarter Exclusive, backers received a set of four mercenary cards. On these cards, we included units that could be found fighting for various different armies in the Ancient World:
· Cretan Archers
· Gallic Medium Infantry
· Hoplite Spears
· Numidian Light Cavalry
The Gallic card features unique artwork only available on the Kickstarter Exclusive card!
Employing mercenaries offers you the chance to use troops that are not normally part of your army’s composition. Different troop types have different uses on the battlefield, so mercenaries offer you tactical options not usually available to your army (or give you additional units of a troop type you want more of in your army).
If you’d like to use a mercenary unit in your army, here’s how to do so:
1. Before flipping a coin to decide the game’s first player, choose one of the four mercenary cards to hire for your army. Add it to your army without showing your opponent the card you have chosen.
2. Remove one other unit card of your choice from your army; this card is not used in the game. Note that the removed card cannot be a Leader.
3. The mercenary card counts as a standard unit card in your army.
4. That’s it!
Each player may choose up to one mercenary unit to add to their army.
The downside of using mercenaries is that everyone knows they are there – that’s the price you pay for their added flexibility! The card backs say ‘Mercenary’ on them, so your opponent will always know if you hold a mercenary card in your hand or if it is the next card in the draw deck. However, they will not know which mercenary unit you have chosen until you use it for the first time.