TANKER SKIRMISH




INTRODUCTION
Board & Card Game for 2 players. 

THE BOARD
Use an 8 x 8 Chessboard.

VICTORY
Destroy all enemy Bases. 

THE DECK
Use a regular set of 52 cards.

THE CARDS
Black cards are for Movement. 
Red cards are for Shooting. 
All Face cards have a numerical value = 1. 

PIECES
Each player has a set of 16 pieces:
3 Bases (Command Post, Fuel Depot, Ammo Dump)
1 Helicopter
6 Tanks
6 Artillery 

BASES
The 3 Bases include: Command Post, Fuel Depot, Ammo Dump
If your Command Post is destroyed, draw 1 less card per turn in draw phase. 
If your Fuel Depot is destroyed, you may move a max of 1 unit on your Move Phase.
If your Ammo Dump is destroyed, you may attack a max of once on your Attack Phase.
Bases cannot move or attack. 

HELICOPTER
The Helicopter may move over (through) other units.
The Helicopter can move twice per turn.  
The Helicopter can shoot a max of 4 spaces. 
The Helicopter can move Diagonally. 

TANKS
Tanks can move a max of 4 spaces.
Tanks cannot attack Helicopters. 

ARTILLERY
Artillery can only use Face cards to move.
If an Artillery Unit does not move it can attack twice per turn. 

SETUP
Setup your pieces on your 3 back rows. 
Max 1 piece per space. 
Bases may not be adjacent. 
Shuffle the deck.
Players draw 1 card each. High draw goes first. 

TURN
Players take turns. 
Each turn has 4 phases:
Draw Phase
Move Phase
Attack Phase
End Phase

DRAW PHASE
Draw 3 cards. 
If the deck runs out, shuffle the discard & draw from it. 

MOVE PHASE
Discard a Move (Black) card to move a Piece the indicated number of spaces.
Movement is orthogonal (Vertical or Horizontal)
Units may not move through other units. 

ATTACK PHASE
Discard an Attack (Red) card to have a piece shoot the indicated number of spaces. 
Shooting is orthogonal or diagonal. 
Tanks may not shoot over other units. 

END PHASE
Max hand size is 5 cards. 
Discard excess cards. 

FORCE FIVE
You may use any 5 as a Red 2 and a Black 3 or a Black 2 and a Red 3.

STRATEGIC SIX
You may discard a 6 to look at your opponent’s hand.

LUCKY SEVEN
You may discard a 7 to draw 2 cards. 

CRAZY EIGHTS
You may discard an 8 to cause your opponent to draw 1 less card in his Draw Phase. 

NAUGHTY NINE
You may discard a 9 to negate a target move in opponent’s Move phase. 

TOUGH TEN
You may discard a 10 to negate a target attack in opponent’s Attack phase. 

GAME DESIGNERS NOTES
I bought a game with this same composition of plastic pieces, 
But felt the need to make my own rules. 







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