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Armymals

Armymals Rulebook

Table of Contents

Table of Contents

  • Objective
  • Setup
  • Turn Sequence

Objective

  • Become the Furry General by being first to obtain 7 Victory Points (via meeting Operations criteria).

Setup

  1. Pick a Game Length (7 VP typical but can +/-) and Game Mode, which determines Operations (either special rules, or VP-granting conditions). a. Game Mode Classic has Operations Annihilation, Capture the Flag, Common Missions, Domination, Skills that Kill, which are integrated into the rules below.
  2. Cards a. Shuffle separately the Animal Cards (dossiers) and Mission Cards/Deck. b. Set the Action Deck aside for now.
  3. Board: for a canned scenario use the side with marked Bases/terrain/locations, else flip the board and pick locations. a. Place Terrain (Forest & Mountain Minis) and Strategic Locations (Barn, Haystack, Mill & Tractor Minis) on their marked Board hexes. b. Place dice and tokens for Acorns, Damage, Poison, Armor, VP nearby as a supply. c. (Operation: Common Missions) Draw 3 Mission Cards and place them face up near the Board. Any player who on their Turn meets a Mission's condition can claim it, discard the Mission Card, and take its VP Tokens. House rule: replace the Mission Card.
  4. Each Player, starting with the youngest: a. Pick a color and take that color's: i. 2 Tank Minis ii. 3 big hex counters: 2 Tank Tokens and 1 Base Hex/Flag Token iii. 8 small round tokens: 1 Active Tank Token, 5 Control Tokens, 2 Used Skill Tokens b. Draw 3 Animal Cards. Pick 1 to be Commander and the others to be Drivers. i. Arrange the cards in a triangle, Commander on top. 1. The Commander grants a power ("Commander Skill"), either passive or 1/Turn (usually with a cost in Acorns). ii. Mark each Driver's Animal Card with a Tank Token. 1. Each Driver provides their Tank's stats (Health, Rng, Move) plus grants a power ("Driver Skill") usable 1/Game and usually only on your Turn (after use, put a Used Skill Token on the Animal Card). c. Put the Flag Token on one of the Board's Base Hexes (one in each corner, blue-flagged). d. Place both Tank Minis on highlighted hexes adjacent to the Base Hex, rotating the Tank/Turret to any facings. e. Pick one Tank Mini to go first and put your Active Tank Token on its Driver.
  5. Action Cards a. Operation: Skills That Kill: for each Animal Card in play, find the corresponding 2 Skill Cards and add them to the Action Deck. b. Shuffle the Action Cards and deal 1 to each Player. If the deck ever runs out, re-shuffle the discards.
  6. First player = the one with the most fur.

Turn Sequence

  1. Preparation
    • Alternate Tanks: if it is not your 1st Turn, move your Active Tank Token from the current Driver to your other Driver so they take alternate turns. You may only perform actions with the Active Tank/Driver.
    • Remove all Armor Tokens from the Active Tank.
    • End all FX that lasted until the Active Tank's next turn.
    • You may optionally use any/all Cards and Skills that say "Before Rolling". Opponents may optionally use any/all Cards and Skills that say "Before Rolling on opponent's/any player's Turn".
  2. Rolling: roll 6 dice, with an optional 2 rerolls, each reroll 1-6 dice.
  3. Take Actions (in any order) by spending/discarding what is indicated. Use dice 1 by 1 so the opponent can react.
    • Use any 2 matching dice to draw 1 Action Card. These dice don't provide anything else.
    • Buy extra Move Points with the dice-face icons 1 and 2, and spend them to Move the Active Tank.
      • Move Points = Driver's Move + any dice used.
      • 1 pt for forward 1 hex or to rotate the Tank 1 hex face; 2 pts for 1 hex backward; +1 pt if Water.
      • Other actions may be taken in between spending 2 Move Points.
      • Can't move through any Hex containing a Mini for Tank, Terrain or Strategic Location.
      • (Operation: Capture the Flag) If you move into an Enemy Base Hex, take their Flag Token. If you move with it into your Base Hex, gain 5 VP. Players can't end their Turns on their own Base Hexes to block opponents. If the Tank is destroyed, the captured Flag returns to the owner's Base Hex.
    • Use the Rotate icon (a gold tile) to Rotate either the Active Tank OR its Turret.
      • Spin to any desired facing. This is the ONLY way to rotate the Turret.
  • Shoot Enemy: buy extra Range with the dice-face icons 1 and 2, and inflict 1 Damage Token per Shoot icon (a gold tile).
    • Range = Driver's Range + any dice used.
    • The Turret must be facing the Target, and clear LOS is required (60 degree cone).
    • A Target hit in front can discard 1 Armor Token to negate 1 Damage.
    • If # Damage Tokens > Driver's Health, it is Destroyed. Place it in the nearest adjacent hex to the Base Hex, and on its next Turn it can't use the Shoot icon.
    • (Operation: Annihilation) Take 2 VP Tokens if you destroy a Tank.
  • Buy Acorn Tokens, 1 per Acorn icon (placing them on the Commander's Animal Card), and spend them to:
    • Play Action Card. If it is a Commander Skill Card, place it by the Commander's Animal Card, discard any previous Commander Skill Card, and gain another Commander Skill that can be used 1/Turn. Any number of cards may be played as long as you can pay for them.
    • or Activate Commander Skill.
  • Discard Action Cards to take 1 Armor Token per card and put it on the Active Tank.
  • Cleanup:
    • Lose all unspent Move Points.
    • Hand size: discard Action Cards down to 5.
    • Poison? For each Poison Token (if any), either pay 2 Acorns to remove it or take 1 Damage.
    • "Going Nuts": if the Commander has 8+ Acorns, lose 1/2 of them (round down), and the Active Tank takes 2 Damage. If it is destroyed, lose 1 VP.
    • (Operation: Domination) If you ended your Turn on the Control Point of a Strategic Location, remove any opponent's Control Token, put one of your Control Tokens on it, and gain either 1 VP if it is the Windmill, or 1 VP if you control 3 other Strategic Locations. The Windmill has 2 Control Points. If 2 Players' Control Tokens are on it, it is Contested and grants 0 VP.