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  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
   
   
   
   
   
  Elastic Warfare: 
  Rubber Band of Brothers 
   
   
   
  A miniature ruleset by Steven Diceman 
   
   
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  A Note from Steven Diceman 
  I wanted to stop and thank you for purchasing this product and I hope you enjoy it as much as we do. To make 
  this easier, we want to make sure that you can enjoy this PDF in any form that you wish. 
   
  Many RPG books are filled with legalese on which pages you are allowed to photocopy and commercial printing 
  stores have strict requirements on what they can print so I want to expressly say: 
   
  “You have full rights to reproduce this book for personal use.” 
   
  The same goes for sharing with friends that you believe will enjoy the experience. Feel free to share the PDF 
  or print a copy for them too. We’re totally okay with that. Gaming is a shared social experience and we don’t 
  want to stand in the way of that. 
   
  Pretty much, the limit of reproduction on this book is: 
   
  “Please don’t share it on Torrent Sites” 
  AND 
  “Please don’t sell reproductions for profit without our express written permission” 
   
  If you’d received the game from another source and found that it had value, you can support us by buying a copy 
  at (www.DicemanGames.com). Not only will you help us continue to develop games, but you have the 
  potential to unlock discounts and  
   
  We want to continue to create games that can engage and entertain, but we can only do that with your 
  support. 
   
  -Steven Diceman 
   
   
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
   
  Table of Contents 
  A Note from Steven Diceman ....................................................................................................................... 3 
  1. 
  Introduction .......................................................................................................................................... 6 
  What is Elastic Warfare? ........................................................................................................................... 6 
  Required Gear: .......................................................................................................................................... 6 
  The Format of this rulebook: .................................................................................................................... 7 
  The Gentleman’s Rule: .............................................................................................................................. 7 
  The Battlefield ........................................................................................................................................... 7 
  Game Scale and Movement Ranges: ........................................................................................................ 8 
  Measuring Distance .................................................................................................................................. 8 
  Line of Sight:.............................................................................................................................................. 8 
  2. Family Friendly Mode.............................................................................................................................. 10 
  Basic Setup: ............................................................................................................................................. 10 
  Winning the Game: ................................................................................................................................. 10 
  The Turn Order:....................................................................................................................................... 10 
  Activations: ............................................................................................................................................. 10 
  Moving: ................................................................................................................................................... 11 
  Climbing: ................................................................................................................................................. 11 
  Firing: ...................................................................................................................................................... 11 
  Table Scale Firing Process: ...................................................................................................................... 12 
  Accidental Knock downs: ........................................................................................................................ 12 
  What to do next? .................................................................................................................................... 13 
  3. 
  Advanced Rules: .................................................................................................................................. 14 
  Reading a Tactics Card: ........................................................................................................................... 14 
  Setting up the Tactics Deck: .................................................................................................................... 14 
  The Advanced Turn Order: ...................................................................................................................... 14 
  Advanced Game and the Endgame: ........................................................................................................ 15 
  Activation and “Stretching” .................................................................................................................... 15 
  Ending your Turn vs. “Snapping” ............................................................................................................ 15 
  Melee Combat: ....................................................................................................................................... 16 
  Building a Custom Army .............................................................................................................................. 17 
  Soldier Types: .......................................................................................................................................... 17 
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  4. 
  Scenarios ............................................................................................................................................. 19 
  Scenario Overview: ................................................................................................................................. 19 
  Basic Game Scenarios: ............................................................................................................................ 19 
  Paper Templates ......................................................................................................................................... 26 
   
   
   
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  1. Introduction 
  It’s Saturday morning, with the cartoons on the television and adventures running through your head. 
  With grim determination, you pull back the elastic band and take aim. The tension builds and your 
  fingers begin to tremble as the army man is centered in your sights.  
  The plastic soldier stood still, believing itself to be safely in cover behind the couch leg. It doesn’t even 
  hear the snap of the elastic as he sails into the air from the force of the blow. 
  Welcome to Elastic Warfare. 
   
  What is Elastic Warfare? 
  Elastic Warfare is an experiment to modernize Little Wars by H.G. Wells. It is an attempt to combine the 
  tactical strategies of miniature wargaming with tactile combat that tests your own aiming skills. This was 
  the basis for the Family-Friendly ruleset that is suitable for all ages of play. 
  But while the initial design was “fun”, we felt that it could be so much more. Over the next two years, a 
  system of “Elastic Tactical Cards” was developed and gave birth to the Advanced Rules. The more you 
  choose to act, the more you “Stretch your resources”, the more danger you expose yourself.  
  Tactical Cards add a new dynamic by allowing each player to have an entire hand of potentially game-
  changing effects that can be activated during either player’s turn. These range from taking extra shots to 
  giving a soldier a chance to find better cover before getting fired on.  
  The ruleset is intended to be extremely quick in play, but brutal and exciting. You need both shooting 
  skills and tactical thinking to master the advanced rules. 
   
  Required Gear:  
  Each player will want approximately 6-10 army men of two colors. For basic play, these army men 
  should be standing troops only. This means no prone troops, mounted machine guns, or crouching 
  soldiers. If you wish, you may use more or fewer soldiers but each player should have an equal number 
  of army men.  
  Each player should have a measuring instrument. This can be a ruler, a one-foot length of string, or the 
  templates at the end of this rulebook. Unlike many miniature wargames, you will not need precise 
  measurements as everything is measured either a half-move (6 inches) and a Move (1 foot).  
  You will also need a number of rubber Bands placed in an easily accessible location within reach of both 
  players. This is a pool of shared ammunition. Whenever you take a shot you will take one elastic from 
  this pool to fire. 
  Due to differences in size, weight or elasticity, it is important that all rubber bands are available to an 
  attacking player. Do not play with, or otherwise conceal the rubber bands while it’s not your turn. 
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  For the advanced play, you will also want to print out one set of the Tactics Cards. These are best either 
  printed on heavy cardstock or placed into sleeves that have solid backing such as a standard playing 
  card.   
   
  The Format of this rulebook: 
  This rulebook is divided into 4 sections.  
  - 
  This Introduction: This section covers the most basic concepts of the game, not specific rules. 
  - 
  Family-friendly rules: A simplified set of rules playable by children to add some structure to the 
  army men war. These rules will be expanded in the advanced game. 
  - 
  Advanced Rules: The full ruleset for tactics cards, special forces, melee combat and so forth. 
  - 
  Scenarios: Scenarios contains various options setups and victory conditions for a battle. These can 
  be used in either family-friendly or advanced battles. 
   
    
  The Gentleman’s Rule: 
  While the rules are written with specific measurements and rules, it’s understood that players may need 
  to customize their experience. The players should discuss these variations prior to the game and come 
  to an agreement. 
  For example: For those of us with old bones, it can be rough to lay down and shoot from directly above 
  an army man’s head on the floor. Before the game, both players discuss and decide that a kneeling shot 
  is still valid so long as it doesn’t give an advantage with terrain placement. 
  The Gentleman’s rule should carry into the game. If an army man is up against the wall or hiding on top 
  of a piece of furniture it can be near impossible to shoot from their perspective. When the situation rises 
  the players should discuss a valid alternative whether its to shoot from the most convenient position 
  nearby, or to take a longer distance but a more comfortable straight shot.  
  This is not intended to be a game of strict rules and hardcore competition. It’s intended for a root beer 
  and pretzels experience on a bright Saturday morning for the kids and the kids-at-heart. 
   
  The Battlefield 
  Elastic Warfare is not like most tabletop wargames that require expensive terrain or complex setups to 
  play. It is designed to be played in your living room or your kitchen with the terrain being your living 
  space as it’s already arranged. 
  The legs of your couches and your coffee tables make up your cover terrain, magazines or remote 
  controls can add dynamic places to hide that change from game to game. Your standard living space 
  makes up the battlefield. 
  Units have a relatively high movement speed (Up to two feet) which means that they will rarely need to 
  spend more than 1 turn in the open to get from point A to point B even with limited, scattered furniture. 
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  This will add just enough risk to movements, without creating a no man’s land where no player would 
  move. 
  If you do end up with space where half of the room has furniture and the other half is wide open, you 
  can arrange books or boxes to create an interesting play area. This should only be required in spaces 
  where you have 3 square feet or more of empty space, though some players prefer more cover and it is 
  an equally valid battlefield. 
  Any customization you to do the battlefield should be done before players build an army, choose sides, 
  or otherwise begin the game. 
   
  Game Scale and Movement Ranges: 
  This game is primarily designed for full-room scale gaming. The battlefield is your living room and the 
  terrain is your couch and tables.  When playing at room-scale, a single move action is 1 foot.  
  But alas, game space is not always easy to find and laying down to take shots can take a toll on old 
  bones.  So, you can still play on a table-sized gaming space (ideally 4 ft by 4ft) with custom placed terrain 
  in the form of books, groceries, or home decor. When playing a table scale game, every move action is 
  6 inches. All ranges are half at room-scale. 
   
  Measuring Distance 
  As mentioned previously, the movement in this game is based on 
  measurements. To do this, simply place your measuring device to line 
  up with the front tip of your army man’s base.  
  Without moving the measuring device, pick up your army man and 
  place it so that the front tip of the base* is anywhere equal or behind 
  the allowed movement distance.  
  While it’s more intuitive to move the army to the opposite end of the 
  ruler, this would add the length of your base to movement distance. 
  This issue is especially unpredictable because army men have different-
  sized bases and this would give advantages to certain models.  
   
  Line of Sight: 
  Line of sight should be considered from your army man’s point of view. 
  Either move your head down to your soldier’s eye level and look or 
  draw an imaginary line from one army man to the other. 
  Because shooting is based on your dexterity and accuracy, the line of sight isn’t mechanically 
  represented. But it is often considered with the gentleman’s rule to prevent players from gaining 
  significant advantages when taking shots.  
  The front of the army man can move up until the 
  end of the 1 foot measurement for a single move 
  action. 
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  - 
  If at least 75% of the target is visible to the shooter, it is considered to be “In the Open”. Players will 
  often agree to take these shots from a standing or crouching position near their soldier instead of 
  directly on top of their shooter. 
  - 
  If the target is partially obstructed, it is considered “In Partial Cover”. When taking shots at targets in 
  partial cover it is important that you position yourself as close the shooter's vision as you can.   
  - 
  If no part of the army man is visible you cannot take a direct shot at the unit.  
   
  As with all gentleman rule aspects of the game, you should discuss any specifics together to decide what 
  seems fair for both teams.   
   
  What to do next? 
  You now know the basic concepts of elastic warfare. You should advance to the next chapter and learn 
  how to play the basic ruleset. 
   
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  2. Family Friendly Mode 
  The family-friendly ruleset uses a simplified set of rules that is suitable for younger players. This also 
  serves as a quick introduction to players on how to move and fire your rubber bands. All players should 
  read this section of the rules, but more experienced gamers can proceed into the advanced rules 
  without hesitation. 
   
  Basic Setup: 
  Flip a coin to determine which player is the attacker and which is the defender.  
  Players each choosing an “entry” into the room. This can be a door or window on opposite sides of the 
  room. Alternating placing 1 army men within 3 feet of your entry point. All of your army men should 
  come from the same entry point, though players will each come from different entries. 
  Once all players have placed 6 army men, the game will begin. 
  Note: You may freely deploy different numbers of soldiers if you wish. It is intentionally kept low to limit 
  the length of the game. As your shooting skills improve you will be able to down targets from a further 
  distance making a larger number of troops a better option. 
    
  Winning the Game: 
  You win the basic family-friendly game by downing all the opposing soldiers. The first player to eliminate 
  the entire enemy army wins. 
   
  The Turn Order: 
  In family-friendly play, the game has a simple turn order.  
  - 
  Player One activates a soldier 
  - 
  Player Two activates a soldier 
  - 
  Check if either army has been destroyed 
   
  Activations: 
  On your turn, you are allowed to activate one unit.  For each activation you may do any one of the 
  following with that single army man: 
  Move and Fire: Every turn you are allowed to move up to your standard movement distance (1 
  foot in room-scale). and fire one rubber band. This can be done in any order, including moving a 
  partial distance, firing, and then finishing your move action. 
  Run: You may move twice the distance of a normal move action, but you cannot fire your 
  weapon. 
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  Climb: The climbing action will allow you to climb to a higher elevation. 
  You may activate the same soldier every turn if you wish, there is no requirement to spread out 
  activations. But, by varying your moves you may give you better positions and therefore more options in 
  future turns. 
   
  Moving: 
  By spending a movement action an Army Man can move up to the standard movement distance in any 
  direction. Use your measuring tool down to move your army man forward up to the correct distance.  
  You may change direction any number of times during a single movement at no penalty. This means that 
  you can move 4 inches forward, rotate your measuring device to run 8 more inches into cover. 
  An army man may ignore any changes in elevation up to the height of a standing army man. There is no 
  penalty or cost to change elevation. 
  Any change in elevation greater than the height of an army man must be climbed. 
   
  Climbing: 
  Army men are all expert climbers and can make use of chairs, tabletops, and even 
  refrigerators! The Army Man must begin their turn touching a flat climbable 
  surface. This would be a table leg, the side of a couch or dresser, etc. You do not 
  need “Handholds” or textured material to climb, Army men can climb sheer terrain 
  including the underside of a table until they reach the stable ground. 
  In order to climb, you must end your army man’s activation in contact with the 
  climbable surface. Once in contact, you may spend your Army Man’s entire 
  activation to “climb” to the top of any piece of vertical terrain.  Place your unit at 
  the top of the climb within 3 inches of the nearest table edge.  
  - 
  If you climb a four-legged table, you can place onto the corner where 
  the leg is placed. 
  - 
  If you climb a circular table with one leg in the center, you can climb to 
  ANY side of the table since all sides are equal distance. 
  - 
  If you climb a couch-side, you can place yourself on the arm or top of 
  the couch on the side you’ve climbed. 
  For Example: In the example photo, the army man must move to the wall and stop. 
  On their next activation, they can climb all the way up in a single action and even 
  into cover that is less than 3 inches from the edge of the table. 
   
  Firing:  
  When your soldier fires you may grab any rubber band from the pool. You want to position your hand as 
  close to the top of the soldier as you can, generally within 4 inches in order to take a shot from the point 
  Note that the Army Man climb 
  the entire counter and move 
  into the nearby cover at the 
  top 
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  of view of your army man.   The 4 inch allows for you to take slightly more comfortable shots and 
  represents your soldier peeking around cover, of getting into a more advantage’s stance before firing. 
  The following rules must be in place.  
  - 
  You must fire from behind your army man looking towards 
  your target. 
  - 
  You may shift to the left, right, up or down 4 inches to get 
  around cover that you are hiding behind. This should not be 
  used to gain an advantage over opposing cover. 
   
  Note: If mobility is a concern, players may accept agreed-upon 
  variations. For example, rather than lying on the ground they can 
  stand at double the distance and take shots at soldiers behind cover. 
  Use the gentleman’s rule to deal with these situations.   
  Fire your rubber band at the enemy troops. Any soldiers that are knocked down as a result of the shot 
  are eliminated from the game. If a soldier is hit, teeters or spins, but remains standing they are still safe, 
  although the new movement position remains until the soldier is activated. 
  Even if a rubber band ricochets or slides before it hits a target the target will still be eliminated. This 
  allows a skilled shooter to eliminate targets behind full cover. 
   
  Table Scale Firing Process: 
  Because Table scale games are far smaller in scale than room-scaled games, units deal in much shorter 
  ranges than the traditional rules. This can be overly brutal and we recommend modified shooting rules 
  when playing on a smaller scale. 
  Instead of firing from above your army man, you’ll keep the shooting soldier centered between your 
  shot and your target while keeping the height of your shooting within a few inches of your soldier’s eye 
  line simply to ensure that cover is not bypassed. 
  For Example: This means that if your soldier is 1 foot and 6 inches from the target, you will be firing from 
  3 feet away, over your army man’s head, and towards the target.    
   
  Accidental Knockdowns: 
  When a soldier is knocked-down they are removed from the battlefield. They are no longer a part of the 
  battle.  
  But plastic army men don’t always have the best great of balance and in case of accidental knockdowns, 
  they are not removed from the field.  
  Army men are only downed if it was the direct result of a rubber band shot.  
  The shooter sets up behind the firing army man and 
  firees towards the target. 
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  This means that if you bump the table and an army man falls, you need to stand it back up. To avoid 
  questions, both players should remain still while a shot is being taken.  
  But “direct result” does not mean that only rubber bands can kill a target. If a piece of terrain falls due 
  to a shot any damage inflicted is applied.  
  - 
  If you shoot one army man and it is thrown into another Army man that also collapses, both are 
  downed. 
  - 
  If an army man is taking cover behind a candlestick and a rubber band knocks the candle out to 
  knock down the army man, it is downed. 
  - 
  If you hit a mousetrap, which releases a ball, which runs down a ramp to hit a switch, to cut a 
  rope, to drop a heavy weight, to shake the floor and knock down the entire enemy army you 
  eliminate the entire army. 
  Keep in mind that any friendly soldiers downed are also eliminated with a single exception, the shooter. 
  The shooter should not be downed if it was the direct result of being between the target and the 
  shooter player.  
  Use common sense and the gentleman’s rule to deal with these situations. You can’t shoot yourself in 
  the back to propel yourself into an enemy soldier or two. It just doesn’t work. But if fire and it bounces 
  off a nearby wall and hits you, it could realistically be a ricocheted bullet and can count.  
  If you are ever in a position where you are worried that the shooter will interfere with a shot, you may 
  lay it down until after you fire. Simply stand it back up in the same location afterward. 
  What to do next? 
  You now know enough to play Elastic Warfare in its most basic form. If you feel comfortable with the 
  ruleset and would like the full experience, you can continue to the next session. Otherwise, play a few 
  rounds to get the hang of the game before continuing. 
   
   
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  3. Advanced Rules: 
  The family-friendly game is intended to be light, simple to learn and capture the feel of childhood play. 
  It’s suitable for young players but lacks strategic depth. 
  The advanced player introduces far more concepts that will test your ability to command. 
  - 
  Tactics cards that can be played during an opponent’s turn to change the flow of battle. 
  - 
  Multiple activations per turn that allow you to balance risk vs. reward. 
  - 
  Brutal melee combat for soldiers willing to get close to their opponents. 
  - 
  For even more tactics, there are rules to build your own army with unique soldier abilities 
   
  Reading a Tactics Card:  
  At the top of the card is the tactic name. 
  The middle is the effect that is applied whenever this card is played. 
  It the bottom is whether it’s used by the defending player or the acting player 
  and whether it is used during movement or firing. This is not a restriction, but a 
  recommended time to use the card. The text will state exactly when it can be 
  activated. 
  In the bottom right of each tactics card, there is a “Stretch Cost” which 
  represents how high the stretch must be before you may play this card. This is 
  also used as the strength of the card when played for a value, such as in melee 
  combat. This will all be explained in detail below. 
   
  Setting up the Tactics Deck: 
  The tactics deck both serves as a timer and to improve tactical choices. Regardless of how many tactical 
  cards are owned, you will always build the deck the same way. 
  First, shuffle the cards and deal 3 to each player. 
  Next, deal 20 cards into a pile. With player’s each drawing one per turn this will give the players 10 turns 
  to complete the game. 
  Any remaining cards are left face-down and neither player should look at them. You can never be exactly 
  sure what tactics will come into play during a battle. 
   
  The Advanced Turn Order: 
  - 
  Both players draw a single card.  
  - 
  The first player may activate -any- number of units.  
  - 
  The second player performs -any- number of activations.  
  - 
  Check for scenario endgame 
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  Advanced Game and the Endgame: 
  While basic play continues until one side has been eliminated the game, but in advanced mode, there is 
  now a limit and, depending on the scenario, alternative end game conditions. 
  If there are no tactics cards left in the deck during the “Check for Endgame” phase the game has come 
  to an end. Generally, the player with the higher score wins in this case. 
   
  Activation and “Stretching” 
  On your turn, there is no limit to the number of soldiers that may be activated in a single turn. You are 
  allowed to activate one soldier at a time until every unit has taken one set of actions. 
  For each activation, you may do any of the standard: Move and Fire, Run or Climb actions. After 
  activation, you may choose to activate another soldier if you wish.  
  Allowing another soldier to move is called “Stretching” your actions and has a risk involved. Your 
  “Stretch” rating is equal to the number of units that have previously moved this turn. During any 
  activation, your opponent may play any card that has an activation equal or lower than the current 
  stretch.  
  The cards range from allowing his units to fire, to interfere with your actions, or even injuring your units. 
  More powerful effects will have a higher cost. 
  For Example: 
  You activate one soldier to move and fire. The stretch is currently zero and no cards can be played. 
  As you move your second soldier you have a stretch of 1. Your opponent plays a MUD card diving your 
  movement distance in half. 
  You activate your third soldier and decide to play the SNEAK action to prevent any cards from targeting it 
  as it moves forward. 
  At this point, you decide to end your turn. 
   
  Ending your Turn vs. “Snapping” 
  If you voluntarily end your turn the opponent’s stretch value starts at +1 even before he’s moved his 
  first troop. This will give you an advantage when activating your own cards, and even allow you to take 
  play a card on their first activated soldier. 
  But your opponent can force your turn to immediately end in two ways. 
  - 
  If he downs one of your soldiers (By using an OVERWATCH or SNIPE card) 
  - 
  If he plays a card that “Snaps” your turn to an end (Specifically, the SNAP card). 
  If the opponent forces your turn to end the turn in either manner, Stretch will begin at 0 as usual.  
   
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  Melee Combat:  
  At the end of a movement, any units in contact with an opposing army man MAY engage in melee 
  combat.  Once a troop is in contact with an opponent immediately becomes locked in the fight. You 
  may not activate this unit except to fight another round of melee combat until all opponents have 
  been defeated. This means that you rush into contact with an enemy troop to prevent them from taking 
  any other actions. 
  To fight in melee each player may select one card from their hand and reveal at the same time. The 
  activation on the card will be the strength of the attack. If a player does not or cannot play any card, 
  they have a melee value of zero. 
  For every additional ally you have attacking the target, you may add +1 to your cards attack strength. 
  Even if you lose, only the direct   
  Whichever soldier has a higher strength value will win the combat. The losing soldier is immediately 
  downed and both cards are discarded. If they die, neither side is downed. 
  For Example:  
  Player one moves one of his soldiers into contact with an opposing soldier. He decides not to attack yet.  
  He continues his stretch by having another soldier do a RUSH action and move 2 feet into contact with 
  the same soldier. This time he decides to attack. 
  Both players pick a card and reveal it at the same time. 
  - 
  Player One had picked a 3 and with an additional ally has a total combat strength of 4. 
  - 
  Player Two had expected a powerful attack and played a 5-attack power card. 
  Despite the advantage Player One has lost the combat and must immediately down his attacking soldier. 
  The second unit remains standing which will prevent his opponent’s soldier from performing any other 
  actions during their next activation. 
   
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  Building a Custom Army 
  In the advanced rules, each player may build an army and each unit may have their own special powers. 
  By combining these soldiers and using the powers to your advantage you can develop your own unique 
  strategy. 
  Each player has 60 points that they can use to purchase soldiers from the following types: 
   
  Soldier Types: 
  Standard Soldier (5 Points):    
  These soldiers play just like a normal soldier in the basic game. 
   
  The Squad Leader (10 Points): (Such as Binoculars, radioman) 
  The squad leader specializes in giving orders and controlling the battlefield. When a leader activates, 
  they may select another army man within 1 foot to also activate. This only causes one stretch despite 
  moving 2 troops. 
   
  Bayoneted Soldier (7 Points):  
  These soldiers specialize in melee combat and fast movement. They move at double the normal 
  movement speed and when in melee combat, add 1 to the value of any card they play. 
   
  The Bazooka (8 Points):  
  The Bazooka specializes in targeting enemy soldiers that are in cover. When a bazooka troop fires at an 
  enemy in partial cover, he announces the target. The defending must move the target unit into the 
  nearest point where it is fully visible to the bazooka.  
  If the soldier is still alive after the shot is taken, the soldier is placed back into the same location he was 
  before. 
   
  The Mortar (7 Points): 
  Mortars are powerful explosives and can damage multiple units within a set radius, but they are hard to 
  aim. When the mortar shoots, you must fire upwards to hit the ceiling and where the elastic lands 
  dictate the landing point of the mortar. 
  Measure from the center of the fallen elastic to find all soldiers within 3 inches. All units that are not 
  fully in the cover are immediately removed from the table.  
   
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  The Gunner (7 Points) (Such as MG-42s, Snipers or heavy guns)  
  The gunners can lay down a lot of fire but are not maneuverable. They move at half speed but are 
  allowed to fire twice during the same activation.  
   
   
  The Scout (8 Points): (Such as Mine Sweeper, binoculars) 
  Scouts act as normal troops but are immune to all reaction cards. 
   
  Picking Models: 
  Every set of army men has a different set of stances and weapons. While mortars and mounted machine 
  guns are common, it can be harder to identify a scout or squad leader in every set. In the army list, we 
  listed a few potential models that we use to identify special troops. 
  But these are not strict requirements and you should decide exactly what model represents each of the 
  special troops in your army.  
  - 
  With the exception of normal soldiers, each special troop should be represented by a single 
  model type for a single player. This means all scouts will look the same, all bazooka men the 
  same, etc. 
  After each player has built their army they should meet up and reveal exactly which model represents 
  each troop. The gentleman’s rule is in full effect and as such, players should agree the model choices 
  don’t offer any unfair advantages.  
   
  Non-Standing Soldiers and “Touch Kill” 
  You’ve probably noticed that the example troops allowed to crouching troops and even self-supported 
  machine guns that don’t rely on a standard base. Some of these can give a direct advantage to stability 
  and make it near impossible to knock them down. 
  If using a model that has a non-standard base, we implement the “Touch Kill” rule where these troops 
  are destroyed if hit by a rubber band, regardless of knockdown status.  
  Crouching troops or the rare models that have a separate base per foot can generally be treated as 
  normal troops. Unless the base offers a significant stability advantage, there is no need to worry about 
  them.   
  The one type of troop we don’t personally use is “crawling” soldiers. If you choose to allow them, they 
  are a definite candidate for touch kill.  
  This is one of the most important times to remember the gentleman’s rule. You are not only informing 
  your opponent which of your models are special but making sure both sides feel comfortable with the 
  setup. 
   
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  4. Scenarios 
  While straight-up fights to the death can be an enjoyable activity, they can sometimes lack tactical depth 
  and outlast their welcome.  
  Scenarios are unique setups and rulesets that allow for a number of different types of battles and 
  objectives. These can test the players in different ways and allow for far more replay than straight-up 
  deathmatches.  
  After you have some plays under your belt you are encouraged to customize or create new scenarios 
  using the gentleman’s rule.   
   
  Scenario Overview: 
  Each of the following scenarios has 3 sections. 
  The Setup determines where players will be able to set up their troops for this scenario.  
  The Victory Condition determines how points will be scored in this mode or whether it’s a single 
  objective that needs to be completed. This means that some missions may prioritize positioning for one 
  side and aggression for another. 
  Finally, some scenarios will have special rules that are used. These can range from gaining 
  reinforcements during the game to having special scenario-specific troops.  
   
  Basic Game Scenarios: 
  While Scenarios are primarily used in advanced play, there is no reason they cannot be used in standard 
  play. Follow the setup instructions and special rules as specified in the scenarios. 
  The only modifications are that you should count the turns that pass. The game will always end after 
  turn number 10. If you have access to the tactics deck it can be helpful to deal out 10 and simply discard 
  one per turn to track the turn count. 
  If a scenario ever requires you to play cards to determine which player gets an advantage, simply flip a 
  coin. 
   
  Quick Notes on Scenarios: 
  Time Limit: In the advanced game, the tactical deck acts as the timer. At the end of a turn when the deck 
  is empty, the winner is determined. In family-friendly games, simply play 10 turns and then apply scoring. 
  Entry Points: Each door into the room counts as a potential “Entry” point and are potential starting 
  points. If you are in a single door room, you can instead treat corners of the room as entry points.  
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  Center of the Room Entry Point: Some scenarios require a player to set up in the center of the room. 
  The player may select any object (A book, a remote control, a coffee table, etc.) near the center of the 
  room as their entry point. Unless otherwise specified, this entry may not be used to leave the field. 
   
   
   
   
  External Entry Point 
  External Entry Point 
  Central Entry Point 
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
   
  The Showdown: 
  Setup: 
  The defender chooses an external entry point and then the attacker chooses an external entry point.  
  Starting with the defending player, players will alternate placing an army man within 3 feet of their entry 
  point. 
   
  Victory Conditions: 
  Each enemy army man downed awards one point.  
  When time runs out, the higher-scoring player wins the game. 
   
  Defense: 
  Setup: 
  The defender may choose a central entry point. The attacker may choose any external entry into the 
  room. 
  Starting with the defending player, players will alternate placing an army man within 3 feet of the entry.  
   
  Victory Conditions: 
  The defending player needs to survive until time runs out to win the game.  
  If all the defender units are downed, the attacking player wins. 
   
   
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  Tactical Points: 
  Setup: 
  The defender chooses an external entry point and then the attacker chooses an external entry point.  
  Starting with the defending player, players will alternate placing an army man within 3 feet of their entry 
  point.  
  Each player should select any object, or location that is at least 3 feet away from their entry point. This is 
  will be a Command Point which awards points for adjacent units. 
  After cards are dealt each player should pick and reveal them. Discard both cards and the player with 
  the higher pick may select a third tactical near the center of the room. 
   
  Victory Conditions 
  At the start of each turn, a player gains 1 point for each army man in contact with an objective without 
  any enemy’s contacting it.  
  When time runs out the higher score wins. 
   
  Rescue: 
  Setup: 
  The defending player may take one additional army man of his opponent’s color to be a captive. This is 
  deployed as one of their own men.  
  This unit may be activated by the defender on their turn if there is another defending unit within 1 
  foot. 
  This unit may be activated by the attacker on their turn if there is NOT a defending unit within 1 foot. 
  When activated, this unit may make only a standard move action or run action. It cannot fire. 
  The attacking player must pick an external entry point to begin and deploy the entire army. Then the 
  defender may then place his army men into the central entry point  
   
  Victory Conditions 
  If the attacker can return their captive to their entry point or eliminate the enemy army, they win the 
  game.  
  If the defender eliminates the entire enemy army or time runs out, they win the game.    
   
   
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
   
  Escape: 
  Setup: 
  The defender uses a central entry point. The attacker may spawn to all of the external entry points. 
  Starting with the defending player, players will alternate placing an army man within 3 feet of the entry.  
   
  Victory Conditions: 
  If during the “Check for Endgame” phase any defending players are in contact with an entry point they 
  win the game.    
  If all defenders are eliminated or the time limit runs out, the attacker wins the game. 
   
  Breakthrough: 
  Setup: 
  The defender chooses their entry point and then the attacker chooses an entry.  
  Starting with the defending player, players will alternate placing an army man within 3 feet of their entry 
  point.  
  Players will be attempting to reach their opponent's entry point to score victory points. 
   
  Victory Conditions: 
  If during the Check for Endgame position any soldier is in contact with the opponent’s entry point is 
  removed and awards 3 victory points to the controlling player. 
  Players gain 1 victory point for each enemy soldier downed. 
  When time runs out the higher victory point total wins the game. 
   
   
   
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
   
  Capture The Flag: 
  Setup: 
  The defender chooses their external entry point and then the attacker chooses an external entry point.  
  Starting with the defending player, players will alternate placing an army man within 3 feet of their entry 
  point. 
  Any soldier that comes into contact with the flag may pick it up. While Carrying the flag, activations may 
  only allow for a single standard movement action.    
   
  Victory Conditions: 
  When one player returns the flag to their entry point, they have one the game. 
  When time runs out the game ends in a draw. 
   
   
  All-Out War: 
  Setup: 
  The defender chooses their external entry point and then the attacker chooses an external entry point.  
  Starting with the defending player, players will alternate placing an army man within 3 feet of their entry 
  point. 
   
  Special Rules: 
  At the beginning of each turn, you must deploy all down troops within 3 feet of your entry point. 
  Reinforcements will continue to arrive until the end of the game. 
   
  Victory Conditions: 
  Players gain 1 victory point for each enemy soldier downed. 
  When time runs out the highest Victory point total wins. 
   
   
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  Custom Scenarios: 
  While we’ve included a number of scenario setups you should not consider this to be an exhaustive list 
  of ways to play. Once you have some experience playing, you can experiment with either merging 
  scenario rules or even creating them from scratch. 
  For example: For a wave-based defense mission you can have the attacking player starts with no army 
  men on the field. Each turn he may deploy 3 army men to any entry point. The defending player gets the 
  full army at the start but has no reinforcements. They simply need to survive until the final tactics card is 
  drawn and the turn ended. 
  Keep in mind that you can also vary the number or value of army men each side gets. By giving one side 
  a superior defensive placement, you can give the attacking player more points. This can allow for 
  exciting, uneven battles, though it will require more practice to balance properly. 
  Through practice and experimentation, you’ll develop uniquely exciting new formats for your missions. 
  This will open up far more replay value and excitement and allow you to test your tactical abilities in 
  brand new ways. 
   
   
  
   
  Elastic Warfare: Rubber Band of Brothers (Diceman Games 2019) 
  Paper Templates 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Half Move Ruler  
  Mortar Template 
  Half Move Ruler  
  Quarter Move Ruler  
  Quarter Move Ruler  
  
SOURCE: textdata/thevault/Collections/Kid Friendly/6. Beginning Miniatures & War Games/Elastic Warfare/Elastic Warfare - Rubber Band of Brothers [2019].pdf