Pocket-Tactics: Core Set 6 (Fourth Edition)

Pocket-Tactics: Core Set 6 (Fourth Edition)

myminifactory

CORE SET 6: The Order of Artifice against the Kingdom of Nightfall Welcome to the Fourth Edition of Pocket-Tactics, the modular, 3d-printable strategy board game that goes wherever you do! This new edition represents years of streamlining, and we're excited to be ready to present it. Every feature has been carefully considered to provide the most engaging experience possible. To begin, each player starts with a set number of units, which they will use to occupy various features on the map. The objective is to control as many features as possible while preventing your opponent from doing the same. The game is played in turns, with each turn consisting of three phases: Roll Phase, Bump Phase, and Re-Roll Phase. During the Roll Phase, all dice are rolled simultaneously to determine the outcome of an assault or a move. The player who initiated the assault starts by rolling their red dice for offense (OFF) and blue dice for defense (DEF). The Bump Phase allows players to adjust the results of the roll by using "bumps," which are special abilities that can be used to increase the value of a single die result. Some units have multiple bump values listed under their dice or granted by special abilities or terrain effects. During the Re-Roll Phase, players can re-roll any die results they wish, either by using special abilities or terrain/unit placement. A unit that has adjacent allies is benefiting from "support" and gains one re-roll per ally. A unit also gains a single re-roll when occupying their "favored terrain," which is a terrain tile or feature that is shown on their rules card. The Tally Phase determines the outcome of an assault by comparing the OFF results with the DEF results. Starting with the highest OFF die, compare it to the highest enemy DEF die. If the results are a tie, move on to the next highest. If a single OFF die cannot be matched or beat by value from the enemy's DEF, that enemy is "defeated" and is removed from the map and placed in the victorious player's captures. Units with a ranged attack symbol can make assaults against units that are an extra number of tiles away equal to the numeric value listed to the side. Count through the closest route to get to the target before making a ranged assault. Features and enemy units block line of sight (except when a Flying unit is targeted or is making the assault), and empty spaces always block line of sight. In place of activating one of your units already on the map, you may choose a unit from your reserves and place them adjacent to any feature on the map that you control. If no such tile exists, you may not deploy a unit until one opens up. Any player may move a piece into an occupied feature tile to return that unit to reserves, or a unit occupying a feature can move into that feature to return to reserves, though you then cede control of the feature by doing so. The types listed beneath a unit's name have no effect on their own, though are referenced by certain abilities and terrain effects that may either be beneficial or detrimental to the unit. Hazards on certain terrain tiles and features contain special effects that occur when a unit is moved into that tile. Units deployed into a tile with hazard effects ignore them, as do units that have that tile type as their favored terrain. A player achieves victory as soon as their opponent (or opponents) cannot activate or deploy any units. Alternately, victory is secured the moment any single player controls all features on the map.

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