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! SPECIAL ABILITIES!

REFERENCE
Bolster Defense (-X) - Reduce the number of dice rolled
against this unit by X to a minimum of 1.!
! Chain Grid Attack - When an attack hits a target, attack the
!!
CHAIN GRID ATTACK - When an

next unit in grid attack order. Continue making attacks until


you miss an attack or all units have been attacked.!
SETUP & GAMEPLAY! Dash (X) - [Action] - This unit may move up to X additional grids
• Choose scenario and setup board per its instructions.! during the Combat Phase.!
• First round, Roll D6. Highest roll goes first, re-roll ties.! Flat GridFLAT Attack
GRID ATTACK -
- When an attack with this ability is used,
• Each player takes turn, then end round and begin another.! attack each unit in the targeted grid.!
!TURN SUMMARY!
Gas - Besides attacking the targeted grid normally, place a
GAS -

gas token on the targeted grid (may be empty). !


1. DRAW PHASE! • Gas moves one grid each round at beginning of “gasser’s”
I. Discard up to 1 Action! card! movement phase, direction per deviation (action card) flip.!
II. Draw up to 1 Action! card! • Persist for 2 rounds (flip to less gassy side after 1st) and
III. Draw up to 2 Secret Mission cards! removed at start of “gasser’s” 2nd combat phase.!
★ Max Hand Size - 3 action, 2 secret. Do not draw if at max.! • All units (friend or foe) that begin their turn on gas, move
2. DEPLOYMENT PHASE! through grid w/gas, or have gas move into their grid, suffer a
I. Generate deployment points ( ) & rivets ( ) per scenario! single gas attack using the attack stats of gas’s creator.!
II. Spend deployment points ( ) & rivets ( )! • Units killed by gas count for objectives, even by friendly gas.!
III. Deploy all desired units in deployment grids! Immune to Gas - This unit takes no damage from gas.!
1. Plugs ( ) - deploy in unit w/socket ( ) in your territory.! Move Bonus - +X
This unit’s move is increased by X.!
2. Hero ( ) - each version (plug,other) is only deployed Precision (+X) - This unit adds +X to result of its attack rolls. !
once per game. Only 1 version may be out at once.! Range Bonus (Air) - +X This unit’s air range is increased by X
IV. All unspent deployment points are lost, rivets saved.! (does not work for units with Range 0).!
3. COMBAT PHASE! Range Bonus (Land) - +X This unit’s land range is increased
I. Activate grid! by X (does not work for units with Range 0).!
II. Check buffs (all units in grid share) on activating grid! Rapid Assault (x) - When a unit with this ability activates
III. Each active unit selects target grid & does attack or action! during the Combat Phase, it may perform a move of X
1. Must be within range, may count only 1 diagonal.! movement points before attacking (even if doesn’t attack). If it
2. Check buffs on target! uses this ability it may not move in the Movement Phase.!
3. Select target within grid per enemy grid target order! Runner (+X) - This unit gains +X move when it begins its
4. Make attack - roll # d6 in attack block v. armor type ( )! activation on duckboards.!
5. Apply damage - any 5+, 1 damage! Sniper - This unit ignores grid target order.!
6. Remove casualties - if damage equals health ( ). Tank Shock (X) - This unit may move into grids containing only
Award VPs for any bounties ( ).! enemy Infantry units. !
7. Repeat 3-6 until all unit’s attacks are done.! • The unit moving must otherwise be able to enter that grid.!
★Deviation - flip top action card, new target per diagram! • All units in that grid suffer a Flat Grid attack using X dice.!
IV. Repeat until all units have activated! • Units w/multiple Tank Shock, add up X values for 1 attack.!
4. MOVEMENT PHASE! • Units not eliminated by this attack are then moved into an
adjacent grid or grids, chosen by the defender.!
I. Activate grid!
II. Check buffs (all units in grid share) on activating grid! ! TERRAIN!
III. Each active unit moves!
1. Move 1 grid per movement point ( ).! Each grid can only contain one terrain element.!
2. Only one diagonal move per activation.! Barbed Wire - Infantry cannot enter. If any other unit
3. Cannot enter grid occupied by enemy.! type enters the grid, the barbed wire is destroyed.!
4. Repeat until all units have activated!

IV. Going grid by grid, may rearrange units within each.! Bunker - Only infantry can enter. Count as Duckboards
5. WRAP UP PHASE! & grant Bolster Defense (-1) to infantry inside.!
I. Check for scenario VPs earned.! !
II. First player to satisfy victory condition wins.! Minefield - Any non-infantry unit moving into a grid with
1. Must be at end of round (all players equal turns).! Minefield suffers a 2 die attack.!
2. If tied, keep going until not tied at end of a round.! !
!STAT CARD SYMBOLS!
Strategic Objective - Only Infantry can enter. Count as
Duckboards. Usually VPs. Maybe benefits from control!
! Base Stats! ! Misc.! Unit Types! • Capture - Unit/flag on at end of turn, score VP and
! Cost (Points)! ! Land Range! ! Infantry! remove any enemy flags.!
! Cost (Rivets)! ! Air Range! ! Cavalry! • Control - Unit on at start of turn, mark w/flag.!
!Movement! ! Bounty (1 VP per)! ! Support! !
! Armor Class! ! Socket (for Plug)! ! Tank! Tank Trap - Non-infantry units may not enter grids with
! Health! ! Hero (white stripe)! ! Plug tank traps in them.
! 

Rivet Wars Reference v1.1 by RangerRob

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