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ARMORED ASSAULT - ENGLISH
ARMORED ASSAULT - ENGLISH
ARMORED ASSAULT - ENGLISH
Impact circle
Each different unit has a distinct damage square structure, though they all have in common that they are
composed of 5 sectors.
1. Front sector. Identified by a directional arrow.
2. Rear sector.
3. Left sector.
4. Right sector.
5. Central sector.
At the same time, this structure is divided into
partitions. The red partition divides the structure
into four sectors, and the yellow partition marks
the central section.
When we receive the impact on our unit, we must
mark the damage in the boxes with an X. Our unit
will be eliminated if any of the 4 sectors into which
the red partition is divided or the central sector,
marked by the yellow partition, is completed.
In case of elimination, we will remove the
corresponding token from the board, leaving it in
the corresponding pile of tiles.
We will also discard the card that we have used, but it can no longer be used by either player, leaving it disabled
for the entire game.
1. The front sector has been completely damaged, so the unit will be removed.
2. The central sector has been completely damaged, and the unit will be removed.
3. In this case the right sector has been damaged and the unit must be removed.
4.In this last case, even though the structure is quite damaged in all its sectors, it is not eliminated and can
continue playing because no sector has been filled with all the damage marks.
The dice
When there is fire on the enemy, the dice will determine the impact that this shot will have.
The game contains a file to print a game die, but if you do not want to print, you can use a normal D6 die, with
the following equivalences:
1. Missing fire, does not hit the enemy. Three sides of the die contain this symbol, and on a normal die they
will equal the odd numbers.
2. Fire, we have reached the enemy. Two faces of the die contain this symbol, and on a normal die they will
be equivalent to the numbers two and four. In this case the enemy must count the impact damage that we
have caused from our shooting table.
3. Double fire, we have reached the enemy. One of the faces of our die contains this symbol, and on a normal
die it will be equivalent to the number six. The enemy takes double damage, so they will have to multiply the
impact damage from our shooting table by two.
Depending on the position in which the armored units are located, if damage occurs, the damaged unit must
draw in its armored unit structure, which is illustrated by squares, as many X as the damage it has received,
and depending on where it has received the shot, in its lateral, front, rear or central part, if the shot is parabolic.
The tank (2) decides to attack an enemy organ (3). On it card, consults it shooting table(1): it must be at least
five squares away and it has linear shooting, so there should not be any type of obstacle between them. Since
it meets the specifications, decides to attack and rolls the die (4). Fire. So it deals 4 damage to the enemy.
In this case, the organ that has suffered 4 damage must mark it in its impact circle (5). Since it hits the right
side, it should be those boxes that it marks as damaged.
The mortar(2) sees the opportunity to attack the enemy mortar(3). Consult it shooting table (1) and meets the
requirements: seven squares or less distance, fire in a parabola.
Roll the dice and luck is on it side. Double fire (4). In its firing table it indicates that it affects linear squares, so
the fire also hits the enemy organ.
Its impact damage is 3, but it is multiplied to 6 (since the die has rolled double) for both enemy units, which
must mark the damage produced in the central section (5), because the fire is in a parabola, and it hits them
full on the top.
Shooting angle
It must be taken into account that not
all armored units have the same
characteristics in terms of firing
angle.
In the case of the tank (2), it will be
able to shoot at any target that is
within a 360º radius, respecting the
characteristics of its shooting table
(distance boxes, type of shot, etc.).
On the other hand, the rest of the
armored units (1) will only be able to
fire at a more restricted angle and in
front of the objective, so we must take this into account to place the token in the direction of the objective at
the moment in which we make the movement, to be able to attack him later.
If you want to turn a unit without moving it to place it, you will need fuel, and one movement will be spent.
Mine tokens
When we buy a mine token, we can use it on the board immediately. We will take the mine token corresponding
to our color, and we can place it in any free square (except water or in the starting squares). It cannot be placed
on top of another token.
We must place it next to one of our armored unit tokens located on the board, with, at most, one empty square
in between, and it will be located on that square permanently, until an enemy activates it. In this case, it will
return to the stack of tokens to be purchased again.
The enemy activates it by passing over it, which will cause it to receive 10 damage, which can be distributed
in its damage squares in the desired position.
Bridge tokens
These tokens are indicated to be used in the river (blue boxes) to cross it. It cannot
be placed on top of another token. We must place it next to one of our armored units,
with, at most, one empty square in between, and it will be located on that square
permanently, and can be used by any player.
It can be destroyed with parabola impacts. Each damage it receives will be
indicated by crossing out the boxes it contains. If it is destroyed, it will return to the
stack of tokens to be purchased again.
The game consists of a series of turns, during which players can perform the following actions in this order:
1. Collect rewards. Each time you start a new turn, you receive 2 ammunition and 1 coin, including the first
turn. If you have any resource cards, you will take as many resources as the card indicates (in addition to the
ones received per turn). The ammunition is placed in the corresponding slots of the commander card and will
be used to reload your armored units.
2. Purchase combat items. According to the coins you have, you can buy as many items as you want and
they can be used in that same turn. When you buy an armored unit, it will come fully reloaded with both fuel
and ammunition, allowing you to use it in that same turn.
3. Move, attack, build bridges, place mines, set up obstacles, and conquer resources.