bluff. In Artillery Duel each of the Each player should draw two two players will take on the 6x6 grids of squares. Label Fire: Select any tile on your role of a hidden artillery gun. them 1-6 along the top of opponent’s board. Your They are each trying to hit the squares, and A-F along opponent must declare how their opponent’s gun while the left-hand side. Left to many tiles away his gun is keeping their own placement right, top to bottom. located. If this is your hidden. opponent’s exact gun One grid represents their location, it is immediately You will each need a single own battlefield while the destroyed and you win. sheet of paper and a writing other is to track the utensil to play. opponent’s battlefield. These Destruction: Select any tile are both used to make on your opponent’s board. decisions and track Your opponent marks this as Adjacency: impassable terrain. impassable, but does not Adjacency between tiles is reveal location information. Next each player will select 3 orthogonal only and If this is your opponent’s tiles on their own board to measurement is counted the exact gun location, it is become impassable terrain. same way. immediately destroyed and Fill in these tiles. You cannot you win. Border tiles are considered walk through these. edges of the map and do not Once both have marked off loop around. tiles reveal the impassable Special Powers: terrain information to one Once you have a few games another. Logging Data: under your belt you can add Finally, each player secretly the following special powers. Being a game of hidden chooses a starting tile and Each player may use each movements it’s important to marks it on their sheet. special power once per game track all location data for as their action for the turn. players to share at the end of For your first game allow the the game. younger player to act first. In Evasion: Move up to two future games, allow the loser tiles and you are allowed to You MUST at least track your of the previous game to go pass through impassable current coordinates and your first. terrain for this action. action for each turn. You may track anything else you Double Shot: Fire two wish. destruction shots this turn. How to Play: For Example: Spy Plane: Select any On a turn, each player is coordinate. Your opponent (C2) Move to D2. allowed to make 1 of the must reveal “Yes” or “No” following actions: (D2) Fire at E3. Range 3. whether they are in either Move: Select any non- that row or column. (D2) Fire at B3. Range 6 impassible tile adjacent to your guns current tile. Simply update your guns location.