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Artillery Duel by Steven Diceman

Overview Setup: Note: You may move 0 to


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.

Thomas Herrlich (Order #22391597)

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