How to Play

Everything you need to know about Grid Game One.

Goal of the game

The player who earns more points within 5 turns (each with 3 phases) wins the game.

Phases

Each turn has 3 phases: draft, deploy, and combat/move.

Draft phase

Each player drafts (buys) units. Each round a player gets 1,000 additional credits. Credits you don't spend this turn are kept for next turn. Draft a unit by clicking on its icon at the bottom. Undo by clicking the unit in your hand. Drafting is done for both players in parallel. The deploy phase is started by the player having more credits left, or at a tie the player with fewer units, or at a tie by random.

Deploy phase

Each player deploys one unit at a time, alternating. Each player must deploy all units in hand. A unit can only be deployed on the player's side of the board, unless it's an Airborne unit. Airborne units can be deployed anywhere on the player's side or next to an existing unit which was on the board at the turn's start.

Combat / move phase

Each combat/move phase has 3 rounds. For each round a player can give each unit one command. When all units have the desired command, press 'done' to see all commands issued by you and your opponent. Press done again to execute all movements and attacks in parallel.

Command: Fortify

The default command. A "F" on a unit shows fortify. The unit will not move, support, or bombard, but gets +1 defense strength.

Command: Move / attack

A unit can only move to a field with no other friendly unit located or commanded. If an enemy unit is on the target field, both units fight and only one survives. Units also fight if they move across each other. A red arrow indicates a move command.

Command: Support

A unit can support another friendly adjacent unit, giving +1 strength. A yellow arrow indicates support. Note: A supported unit cannot move to a field not adjacent to the supporting unit.

Command: Bombard

Bombarding a unit removes it. A green arrow indicates a bombard command.

Scoring

For each enemy city you occupy at end of turn: 25 points. For each kill during a moving attack: 10 points. For each bombardment: 5 points.

Units

Infantry

Strength: 1 (has support ability) · Cost: 100

Tank

Strength: 2 (has support ability) · Cost: 250

Airborne

Strength: 1 (has support ability, can deploy into enemy side) · Cost: 200

Helicopter

Strength: 1 (has support ability, can bombard within 1 field) · Cost: 300

Artillery

Strength: 0 (no support ability, can bombard within 2 fields) · Cost: 300