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Shape Tactics
Shape Tactics
Shape Tactics
Simple Shapes
Kyler Burson
Acknowledgements
https://www.kenney.nl/assets/board-game-info
to see how much they can spend on units for their teams
● The player with more units on their team places their first
zone second. If there is still a tie the placers should roll a d6,
the player with the highest roll chooses who places first.
Rules
their choice. They will command their unit to move and attack After
one player takes their turn they will put an exhausted token on the
unit they ordered for that turn and the next player will take their
turn. Once both players have had a turn that concludes a Round,
players should advance the round tracker to help them keep track
of the round.
1. Order a Unit
2. Movement
3. Attack or Ability
4. End of Turn
Order a Unit
The acting player will choose one of the units on their team that
does not have an Exhausted Token on them to control for this turn.
remove all the exhausted tokens from units on that team and then
may instead choose to bring a Unit that has died on a previous turn
back to the board. They may do this by placing a dead unit at least
Movement
A Unit may not start or end their turn in the same space as an
another Unit.
Attack or Ability
During this phase the player may choose for their unit to Attack an
Enemy Unit or if they are able to use an Ability. On the Unit’s stat
card it will show what its Attack and Defence stats are, as well as
Melee
them.
their Attack stat. The enemy unit will roll an amount of d6’s equal
to their Defense stat. Each player will set aside all the 5’s and 6’s
they roll.
If the attack player has more of their dice set aside than their
player has more dice set aside then they are dealt no damage.
taken out of this round. The player who’s team killed the Unit gains
1 Victory Point.
Ranged
A unit with a Ranged attack may attack any Enemy within 3 spaces
target, they gain a +1 to their Attack stat this turn. If the Attacking
their Attack stat. The enemy unit will roll an amount of d6’s equal
to their Defense stat. Each player will set aside all the 5’s and 6’s
they roll.
If the attack player has more of their dice set aside than their
player has more dice set aside then they are dealt no damage.
taken out of this round. The player who’s team killed the Unit gains
1 Victory Point.
Counter Attack
After one of your units has been Melee Attacked not on your turn
the attack sequence a second time, this time with your Unit as the
Attacker and the Enemy as the Defender. If you have more
successful Attack dice than your opponent has Defence dice you
taken out of this round. The player who’s team killed the Unit gains
1 Victory Point.
There can only be one Counter Attack. You cannot Counter Attack a
Counter Attack.
Abilities
on their turn.
Summoning
A Necromancer has the capability to Summon the dead from the earth. A
Unit with Summon on their turn may summon a Skeleton Unit within 4
A Healer has learned the ancient and difficult school of magic involving
healing. A Unit with Healing may Heal an Ally within 3 spaces of them.
The Ally unit gain 1 HP back but may never exceed their Max HP.
AOE
Whether its great balls of fire, storms if intense lightning, freezing cold
even the playing field. A Unit with the AOE ability may make a ranged
attack against an enemy Unit, it may then make a ranged attack against
End of Turn
The unit that has been ordered this turn receives an Exhausted
Token.
If both players have had a turn this round, advance the round
tracker 1 space.
End of the Game
The game will end after 15 rounds have passed. Both players
will add up their victory points. The player with the most victory