Sequence of Play
Each turn (there are 6):
- 1. Fire Support Phase — Attacker may spend 1 support token: Defender –1 strength (max 2/game).
- 2. Advance Phase — Attacker moves one zone closer to Town.
- 3. Combat Phase — Both sides roll d6. Loser loses 1 strength. Ties: both lose 1.
Combat Modifiers
Beach Zones: Defender rolls +1 (fortifications)
Bluff Zones: Defender rolls +1 (terrain)
Fire Support used this turn: Defender rolls −1
Victory Conditions
ATTACKER wins if the Town zone is entered by end of Turn 6 with any Strength remaining.
DEFENDER wins if the Attacker is stopped (Strength = 0, or Town not entered by Turn 6).
Advance Route
Fleet → Approach → Beach → Bluff → Town. Each advance takes one turn. You choose Left or Right flank on arrival at each zone pair.
What You're Learning
- Amphibious landings are attacker's most dangerous moment.
- Fire support degrades defenses — timing matters.
- Terrain gives defenders outsized advantages.
- Attackers need momentum: delay means casualty creep.
- Both sides have finite strength — attrition is a clock.