Instructions

Capture the Flag

Instructions

Objective

Be the first to use your pieces to capture your opponent’s flag by landing on the square it occupies.

Pieces

Each player has the same number of pieces:

  • 1 flag object
  • 1 level 1/2 archer object
  • 1 level 3 archer object
  • 1 builder object
  • 4 barricade objects
  • 9 combination Cavalry and Foot Soldier objects

Flag

The flag object has not yet been created. Currently we’re using anything that stands. A lego piece would work. During our play testing we used pencil erasers.

Level 1 and 2 Archer

Statistics:

  • Move: 1
  • Health: 1
  • Damage: 1

The Level 1 and 2 archer object is the same object. When it is level 1, then level 1 statistics show on top. When it is level 2, the level 2 statistics show on top.

The numbers on top of the archer object show the number that needs to be rolled on the 6 sided die for the archer to hit it’s target.

Level 1

The level 1 archer needs to roll a 1, 3, or 5 to hit it’s target. It is able to shoot up to two hexes away from it’s current location.

Level 2

The level 2 archer needs to roll a 2, 3, 4, or 5 to hit it’s target. It is able to shoot up to two hexes away from it’s current location.

Level 3 Archer

Statistics:

  • Move: 1
  • Health: 1
  • Damage: 1

The level 3 archer object replaces the level 1 and 2 archer object on the playing board. Unlike the level 1 and 2 archer, the level 3 archer always hits it’s target when there are no modifiers. It is able to shoot up to two hexes away from it’s current location.

Builder

Statistics:

  • Move: 1
  • Health: 1
  • Damage: 0

The Builder does not start the game on the playing grid; instead, it is summoned onto the grid as a player’s action, and begins play in any of the three “summoning spaces” that belong to the player. The Builder cannot attack, but can use an action to build barricades to block an opponent.

Barricades

Statistics:

  • Move: 0
  • Health: 1
  • Damage: 0

Cavalry and Infantry

Statistics:

  • Move (Cavalry): 2
  • Health (Cavalry): 2
  • Damage (Cavalry): 1
  • Move (Infantry): 1
  • Health (Infantry): 1
  • Damage (Infantry): 1

The Cavalry and Infantry share pieces: the piece is denoted as Cavalry when the two lines (“X”) are showing on top, and Infantry when a single line (“-”) is showing on top. Each player starts with 6 Infantry and 2 Cavalry. If a Cavalry piece takes one damage it is immediately flipped over and becomes an Infantry piece.

The Game Board

The game board is a 6×10 grid of hexes.

Game Setup

Each side has a 3×6 set of hexes from which to start:

  • 6 infantry pieces on the 3rd set of hexes
  • 2 cavalry on any hexes behind the front line
  • 1 archer on any hex behind the front line
  • 1 flag on any hex behind the front line

Game Play

Flip a coin to decide who plays first, and then each player alternates turns. Each turn is comprised of two actions:

  1. Move
  2. Attack
  3. Upgrade the archer
  4. Summon the builder
  5. Build
  6. Pass

Each individual piece can perform only one action itself; an infantry piece may move or attack, but not both. Likewise, the archer can upgrade or shoot, the builder can be summoned or build, etc.

Movement

Every piece with the exception of a barricade and cavalry can move one hex in any direction. Barricades do not move. Cavalry can move up to two hexes.

Attack

Infanty and cavalry always hit. The attacking piece is the only piece that deals damage. Archers need to roll a 1d6 to determine attack success.
When a piece is attacked and has 0 health it is removed from the board.
The attacking piece does not occupy the new space.

Game End

There are two possible end-game scenarios:

  1. One player lands a piece on their opponents flag
  2. One player has lost all pieces