= Epic Fortress =
PIECES
Pawns - infantry
Knights - APC
Bishop - tanks
Rooks - artillery
Queens - officer
King - general
UNITS
Infantry - 8-way ( 1 space ) $1
APC - 8-way ( 3 spaces ) $3
Tanks - 4-way cross ( 2 spaces ) $5
Artillery - 4-way cross ( 1 space ) $10
Officers - 8-way ( 1 space )
Unit costs are doubled for 2-player games. Most units cost 3 to attack with,
except for the artillery which takes 5 to attack
Infantry can group up to 5 on a square. Vehicles can group up to 2 on a
square. They attack for 1 per unit
APCs take two hits to die. They carry two infantry. They attack for 2 per
unit
Tanks take three hits to die. can run over infantry and officers. Infantry
and officers roll a dice to dodge (5 or 6 succeeds). Roll a dice to
determine if successful. They attack for 3 per unit
Artillery takes 2 hits to die. Costs 5 to attack. 2 squares plus a d6
determines where the shell lands
Officers can destroy a wall
ACTIONS
Airstrike - 100 resources
Movement
Infantry 1 $1
APC 3 $1
Tanks 2 $1
Artillery 1 $1
Each unit gets three movements
Repair
$5 per wall chip
Attack
PHASES
Repair phase
If your wall is damaged, you can spend 5 resource to repair a single chip
of wall
Resource
Draw 3 cards from resource deck
Movement
Move your units up to three movements
Combat
Combat between different units that are close enough to each other. Unit
range is equal to its movement. You draw a card for each unit on the
attacking square
When you attack a building, you have to beat the cards to damage the it.
So if you can only beat two of the three cards for a wall, then you only
do two points of damage
Phases alternate between players. Player 1 takes their resource phase,
then player 2 takes their resources phase. Then we move to the
movement & combat phase the same way
Rules
Your resources are a currency that pays for everything: Units, movement, and
repairing your fortress. Dice can be rolled for air strikes
Brian Hosmillo
Jeffery Stager