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Rules for TECH v3

Tech units and board example_0.JPG

TECH
2 players | 15-30 min | 8+ years

Object
After 10 Turns; Be the player with the most number of points.

Contents
2 Player Screens
3 Boards (3 by 3 grids)
1 Black Board
1 White Board
1 Final Board
60 Player units (30 for each player)
10 Swordsmen in Black
10 Archers in Black
10 Shields in Black
10 Swordsmen in White
10 Archers in White
10 Shields in White

Round Order

1. Simultaneously, secretly place 1 unit.

Then Reveal and resolve.
May be placed in any unoccupied space.
If in different spaces place in the final board like normal.
If in the same space resolve as following:
Swords beat Archers. Archers beat Shields. Shields beat Swords.
The losing unit places their unit in any unoccupied space.
Ties repeat, but if there are three ties in a row, then skip to next part of the round.

2. Based on Player Turn order (it alternates each round), Do ONE of the following.
Place 1 unit in any unoccupied space
OR
Do 1 unit action (move and capture, kill or stack as per rules below)

Rules
Units
Swords are worth 3 points on the board at the end of the game and when captured. Swords move to any touching space and Capture enemy swords or archers. Capture means to keep the points of the enemy towards your own.

Archers are worth 2 points on the board at the end of the game and when captured.Archers stay where they are and kill shields (not stacked) and archers on any touching space. Kill means to remove the points of the enemy and do not count towards your own.

Shields are worth 1 point at the end and in prison camps when captured. Shields move to any touching space and capture enemy shields or swords. They may also stack to any touching friendly shield. Any stack of 2 shields are invulnerable and cannot ever be removed by enemy units. 3 Shields in a stack give that player 3 points and are still invulnerable.

Scoring and Turn tracking
Any time a player gets 3 in a rows, add 3 points per three in a row to their score immediately.
Keep track of the 10 turns, each time flipping the turn tracker to signify who gets to go first in part 2 of the round.

End of Game
At the end of the 10th turn count up points on the board and captured units. Highest point total wins. IF there is a tie, player with the most pieces on the board wins.

Q&A
If there is no where to play or a player is forced to not play for any reason, they must play an additional unit action in part 2 of the round.
If both players receive this bonus action, alternate actions.
Stacks:
They MAY be unstacked. Only the top of the stack can be moved and acts as a shield (may capture). Whole stacks act as a shield and may capture like shields. Stacks have a maximum of 3 high.

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blog | by Dr. Radut