Komandosi
Komandosi Rulebook
Table of Contents
Table of Contents
Components
- Board.
- 15 pawns, 6 houses, 1 die.
- 10,000 ertrobs in banknotes of 50, 100 and 200 (1,000 ertrobs per player).
- 68 random event cards and 32 shop cards.
- A spinner (a dial with a movable pointer, used to randomly determine the positions of commandos and helicopter parts).
- 6 house mock-up cards.
- A poster of "your favourites".
NOTE!
The commando pawns are in the colours white, yellow, green, blue, red and black. The helicopter part pawns are orange, purple and brown.
Game Goal
The winner is the commando who first reaches the airport (the square with the helicopter) holding three different helicopter parts (orange, purple and brown pawns).
The starting positions of the commandos, and the placement of the helicopter parts in the order 1, 2, 3, 1, 2 ... (for example orange, purple, brown, orange, purple ...), are determined by the spinner before the game starts. Hold the pointer with one hand and turn the dial.
After reading the coordinates from two spins (a letter and a number, for example C 12), place the pawn on the indicated position.
The number of helicopter part pawns on the board at the start of the game is always one less than the number of players (for example, when four players play, three helicopter parts are on the board). The remaining pawns (helicopter parts) are placed beside the board, mixed by colour. They are drawn one by one during play.
Movement
The number of pips rolled on the die determines how far a commando moves.
It is not allowed to move diagonally, to pass through an opponent, or through buildings, nor to remain on the same square after making a move.
A commando may swim around the island (except the river and the lake), but without a launcher and a rifle. While swimming, a commando moves one square fewer than the number of pips rolled (if a 1 is rolled, the commando stands still).
It is not allowed to swim and walk on land in the same move. The route must end on the first land square (when leaving the water) or on the first water square (when entering the water).
Obtaining a Helicopter Part
To obtain a helicopter part, a commando must stand with their pawn on the square where the part is located and pay 200 ertrobs to the bank. The other way to obtain a helicopter part is to attack another commando who holds that part (see ATTACK).
Random Events
If the die shows a 1 or a 6, the player draws a random event card before moving.
Some random event cards contain orders, for example: "You must go to the nearest shop." A commando carrying out an order who draws [a] next card is automatically released from carrying out the previous order. While carrying out an order, a commando may not attack or be attacked. Used cards return to the bottom of the deck.
[Translator's note: the source sentence reads "wyciągnie następną" with the object omitted; "[a] next card" is supplied for clarity. The source also has no closing quotation mark after the card text.]
The Board
The board is divided into squares and is marked with letters along one side and numbers along the other. All draws are made with the spinner, for example the first spin gives "7" and the second gives "K". Place the pawn at the intersection of column 7 and row K.
[Translator's note: the setup section above gives the coordinate example "C 12" (letter then number), while this section describes a first draw of a number and a second draw of a letter. The source is printed this way; it has not been changed.]
Forest
A commando may pass through forests after paying 50 ertrobs for each forest square entered.
Forests are neutral. Neither attacking nor being attacked is possible there.
Buildings
To protect collected helicopter parts and other loot (money, rifles, etc.), a commando may build a building, paying 200 ertrobs to the bank. A commando may build only one building during the whole game.
After paying, place the building on the square the commando is standing on.
Only the owner may enter the house. The owner may enter the building and carry loot in and out many times. Items inside the house are placed on the house mock-up card.
The house is inaccessible to opponents and is neutral.
A building may not be placed on the yellow airport area.
Airport
A commando may enter the airport area (yellow squares) only when holding three different helicopter parts.
Shops
To make purchases, a commando must stand on a square marked "SHOP" and pay:
- rocket launcher: 100 ertrobs;
- rifle: 100 ertrobs;
- rocket: 100 ertrobs;
- rifle cartridge: 50 ertrobs.
Money paid in a shop returns to the bank.
Shops are neutral.
Bank
In the bank a commando can earn money as security. Each turn spent in the bank without rolling the die is rewarded with 100 ertrobs.
At the bank a commando can also sell a surplus helicopter part for 1,000 ertrobs.
The bank is neutral.
Hospital
Wounded commandos go to the hospital, where they stand for one turn and pay 100 ertrobs to the bank.
Train
A player who wants to ride the train must stand on one of the two squares marked as stations and pay a fee of 200 ertrobs.
While riding the train, the die roll is multiplied by 3 (for example, a roll of 5 gives 5 x 3 = 15 pips).
The commando gets off after the third round of rolls, or earlier if they reach the second station first.
While the train is moving, commandos may not cross or stand on the squares along which the tracks run.
The train is neutral.
Car Rental
To rent a car, a player must stand on one of the squares marked "RENT A CAR". The car is paid for before each die roll, at 50 ertrobs each time.
The die roll is multiplied by 3.
A car may be moved only along roads. During one turn, the direction of movement may not be changed.
While a player is driving a car, the other commandos may not cross the road or stand on the squares the road passes through.
The car is neutral.
Motorboat Rental
To rent a motorboat, a commando must stand on the square showing the motorboat and pay 200 ertrobs to the bank.
A motorboat may be sailed until the commando leaves it, in any direction (including diagonally), with the number of pips multiplied by 2.
A commando on a motorboat may attack with a rifle or a rocket.
Attack
Hand-to-Hand Combat
A player who wants to attack must, before rolling the die, announce the attack on the given opponent and pay 100 ertrobs to the bank. Then the die is rolled. If the number of pips allows the attacker to stop exactly on the square where the opponent stands, the attack succeeds.
The losing commando loses half of the money they carry (money and loot hidden in a building remain unchanged), and all items they also carry, for example aircraft parts, rifles, a free train ride, etc. They lose these to the winning commando. The losing commando themselves is moved to the hospital, where they wait one turn and pay 100 ertrobs.
[Translator's note: the source says "członów samolotu" ("aircraft parts") here and in the rifle section; the game's parts are helicopter parts. The term is kept as printed.]
Rifle Attack
A player who has a rifle and a cartridge must, before rolling the die, announce that they will shoot at the given opponent. If the number of pips rolled equals or exceeds the distance to the opponent (diagonal distance included), the attack succeeds.
The shooter returns the fired cartridge to the shop.
Shots may not be fired through forests, buildings, aircraft parts, shops, train stations or car rental squares.
The effects of a successful attack are the same as for hand-to-hand combat.
Rocket Launcher Attack
A player who has a rocket launcher and a rocket must, before rolling the die, announce that they will shoot at the given opponent, and also the number by which the pips rolled will be multiplied (the multiplier may not be one).
If the number of pips rolled, multiplied by the announced number, equals the distance to the opponent (diagonal, or one square off, is allowed), the attack succeeds.
The shooter returns the fired rocket to the shop.
The player hit by the rocket loses all items they carry to the attacker, as well as half of their money. The hit player themselves is moved to the hospital.
We wish you a happy game.