A downloadable asset pack

Steel Fort Run

Objective

Players compete to:

1. Capture the enemy fort, OR

2. Eliminate all enemy units, OR

3. Force the enemy team to run out of role cards

Components

12 Unit Chips (6 per team, in two distinct colors)

12 Standee Cards

32 Role Cards (16 per team)

10 Pillar Chips

2 Fort Chips (in team colors)

Setup

1. Define the play area using unused stacks of role cards placed at the four corners.

2. Randomly scatter Pillar Chips within the play area.

3. Shuffle each team's Role Cards separately and deal 5 to each player face-down.

2 players: Use 5 chips per team

4 players: Use 6 chips per team, 3 for each player

4. Each team chooses one Pillar as their Fort and places their Fort Chip on it. Forts must be at least two pillars apart.

5. Determine the first player: The player who most recently touched a wall goes first.

Role Cards

There are 4 roles, each with strength values of 1, 3, 5, and 7:

1. Striker: The only role capable of capturing the enemy fort

2. Scout: May reveal itself to expose up to 2 enemy role when touching a pillar

3. Bruiser: When attacked, exposed itself but isn't eliminated. Can only be eliminated after being exposed. 

4. Defender: While in play, prevents the team's fort from being captured

Gameplay

1. On your turn, choose one action:

   a. Flick one of your Unit Chips

   b. If available, deploy a rescued unit. Place it in the length of a discarded role card from your fort.

2. Flicking outcomes:

   a. Hit an enemy Unit: 

  • Both players reveal their unit's number and role. 
  • The lower number is captured. A strength 7 unit is defeated by a 1. 
  • The flicking player wins ties. 
  • If a flick hits multiple enemy units, only the last unit hit is affected
  • If Scout hits pillar and enemy units, its ability is negated, and it's treated as a normal attack.
  • When an exposed unit is attacked, compare strengths as normal. If defeated, it is captured.

   b. Hit the enemy Fort:

   - If you're a Striker, you may reveal to capture the fort to win (if no enemy Defender is in play)

   - Otherwise, you may rescue all captured units.

- Then, move your chip to behind the nearest opposing fort.

3. If a chip is captured or goes out of bounds:

   - The chip is kept by the opposing team

   - Replace the corresponding role card with a new card from your team's deck

   - Chip icons correspond to the placement of role cards on the side

Game End

The game ends when:

1. A team captures the enemy fort, OR

2. A team has no active units left on the table, OR

3. A team cannot draw a new role card when a role is captured or goes out of bounds

Estimated gameplay time: 20 minutes.

Audience Age: 6+

Player count: 2-4 (Best played with 2)

Download

Download
Steel Fort Run Assets.zip 6.3 MB
Download
Rule Steel Fort Run.pdf 40 kB

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