2014 DigiPen Institute of Technology 2013 Valve Corporation.

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2 1Fort Special Delivery Components: - Board - Red and Blu Team o 1 of each class o 2 Rockets o 2 Grenades o 2 Sticky Bombs o 1 Turret o 2 Teleporters - 54 Health Tokens - 1 Australium Piece - 3 Health Pack Pieces - 6 Burn Tokens - 6 Stealth Tokens - 2 Sandvich Tokens - 8 Ubercharge Tokens Objective: Deliver the Australium to the Missle to win. Set Up: Players get to choose who gets what team. The Red team will get to go first. Each player will start on their corresponding starting spots. They both get to choose three character classes to use and will place their character tokens in their base. Players will need to do this in secret and can only have one of each class. Once both players have selected their three classes then they will place them face up on the board on the character spots. After both players have set up their forces they will need to place the Australium, and the Health Packs on the board in their designated spaces. How To Play: Each Character has one movement and one attack that it can perform. They must finish one of the phases before they can switch to the other. For example, a character can t move two spaces, attack, and then move another two spaces. Players may choose to do the Battle Phase before the Movement Phase with a character.

3 Respawn Phase If a player does not have three characters on the field then they may put a respawn counter on the dead character. If a character already has a respawn counter then you may play a new character on the field. This character can be any class that isn t already on the field. When that character respawns then you may place it anywhere in your base and it takes its turns along with the rest of your characters. Movement Phase Each player may move every one of their characters on the board. Every character can move its movement value (detailed on class card). Each piece is only allowed to move once. Character cannot move through an enemy unit, but can move through allies. Battle Phase Example A: Movement Each piece can only attack once, but only if the opponent is in range. Characters can t attack through walls or the missle. Characters can t attack through other characters unless their attack has the Pierce effect. Example B is an example of a character with 2 range attacking, but is only in a straight line. This means that the attack can only be used one of these directions. Since the attack has the pierce effect on it that means that it will hit every square in its range, but only in a straight line. That means that if the Pyro wanted to attack an enemy in square G they would also hit an enemy in square g. Character Death h a b g G H A B C c If a character runs out of health then the player will need to remove that character s token from the board and turn its class card upside-down. The upside-down card shows that it is dead and will need to respawn (See Respawn Phase). F E D f e d Example B: Attacking

4 Terrain: Elevated Terrain Elevated terrain can only be reached if a character walked up stairs, or has an ability that allows them to access it (Scout s Double Jump, Soldier s Rocket Jump, or Demoman s Sticky Jump) Only the Demoman can shoot another character if they are at a higher elevation than they are. Characters can attack another character if they are at the same elevation or if their target is at a lower elevation. Building Terrain Building terrain means that the characters are inside the building. Building terrain connects is connected with the ground and can be moved on. Some abilities change too. The Soldier s Rocket jump only moves him 3 spaces instead of 6. The Demoman s Sticky jump only moves him 3 spaces instead of 6. Missle The Missle functions like a wall, except that players need to deliver the Australium here. Missle Lift If a character has the Australium and is standing on the lift then it will go up one elevation by placing the raised lift tiles on it. Once the lift is elevated then the character holding the Australium can place it in the Missle and that player will win the game. If a player dies while holding the Australium then the lift will lose a counter for every turn the Australium isn t held by a character. Health When a character walks on a Health spot they will pick it up, use it, and restore 5 health. Health Packs respawn after 1 turn.

5 Australium The Australium does not spawn until the third round on the spot marked with an A. The Australium can be grabbed by any character if it is neutral. When a character picks up the Australium it ends its turn. Players who have the Australium turn it into their team color and they cannot return to their base when they are carrying the Australium. If a player dies while holding the Australium then it will drop on the ground. It will remain on the ground for the next 2 turns and will stay the color of the team that dropped it until the 2 turns are up. Any character that is the same color as the Australium can pick it up. When the two turns end then the Australium goes back to its original position and becomes neutral again. Class Cards: : Class Name and Icon : Health The number on the left is the class maximum health and the number on the right is the maximum overheal. : Character Portrait : Passive Ability Some passives have an activated effect and others just apply automatically : Ability Icons These icons show the ammo cost, range, damage, and other effects of the ability. : Ability Effect(s) Some abilities have an extra effect detailed here. : Movement How many spaces a character can move in one turn. Stealth Token Burn Token Ubercharge Token Health Token

6 Meet the Classes: Scout The Scout is also allowed to continue moving after attacking with the Bat. Soldier When Soldiers use their rocket launcher they will spawn a rocket at their position and have it move in a straight line. The Rocket moves 8 spaces each turn in a straight line until it collides with a wall or an enemy. The rocket also explodes when it hits an enemy or a wall (See Explosions). Rocket The Soldiers can also choose to land on a target when moving with Rocket Jump. If the target isn t killed then the Soldier moves 1 space away from the target. Pyro The Pyro can airblast a projectile to reverse it or to remove burn from an ally. If a Pyro sends a grenade back to them it will travel its remaining distance that turn. If it doesn t reach its maximum distance it will continue traveling. If it does then it will explode. The Pyro can airblast sticky bombs to move them 2 squares in a straight line, or until they hit a wall. The Pyro can airblast an ally if they are 2 squares away in a straight line. DemoMan When the Demoman uses their Grenade Launcher they will spawn a grenade that will travel in a straight line from the Demoman s position. Grenade The Grenades will bounce off walls and continue traveling until they reach the end of their path, or they hit an enemy. 4 squares the first turn and 3 the next turn. The Grenade deals 4 damage and explodes when it hits an enemy, or reaches the end of its path Sticky Bomb (7 squares) (See Explosions) Heavy The Heavy character spawns with a single Sandvich to use.

7 Engineer Engineers can spend Scrap to build turrets or teleporters. Sentries have a range of 8, deal 4 damage, and have 4 health. The engineer can only have 1 Sentry. The engineer must spend an action to attack with the sentry. Teleporters have 3 health. The Engineer can only have 2 Teleporters Medic Every turn a medic is healing a unit who is not completely overhealed the target gain a 1 Uber Counter. The Medic spawns with 0 Uber counters. IF the medic stops healing a target that has been overhealed then they will lose 3 health each turn until they are back to max health. The Medic can only have 4 Ubercharges at one time. The Medic can only activate Ubercharge if they have all 4 charges. This drains all the charges. Sniper The Sniper loses their Razorback passive if they are backstabbed by a Spy, Spy The Spy is able to stealth by flipping its token upside down and moving a stealth token into the movement slot. Stealthing takes up a movement action and can t be done if the Spy is carrying the Autralium. To remain stealthed it will take the player s next movement phase and will require the player to move a stealth token again. The player can choose to end stealth anytime they want unless they run out of stealth tokens to use. When this happens the Spy moves (3 x Stealth Tokens Used) spaces and then unstealthes. The Spy doesn t get to make a movement action when the unstealth, but they can attack. Icons: Range This icon will show the range of the attack. The character can attack any enemy that is x spaces away from them. (See Battle Phase). Damage The number with this value shows how much damage an attack does.

8 Disable Attacks that disable cause their target to be unable to attack on their next turn. The character can move though. Explode Some projectiles explode dealing splash damage to squares around it. The Soldier s Rockets, and the Demoman s Grenades and Sticky Bombs cause splash damage. Attacks that explode deal 2 splash damage to anything within 1 tile of it exploding. E Burn Attacks that burn cause their target to take 1 damage each turn for two turns. The Pyro class can t get burned. Burn can be removed early if the character picks up a health pack or if they get air-blasted. Straight Line Straight line means that a character can only use this ability in a straight line. A straight line can be orthogonal or diagonal. (See Battle Phase) Camper If an attack has the camper ability that means that the character can only move one space this turn to use this attack. If the character moves more than 1 space before they attack then they can t use this ability. Pierce Pierce means that this ability will continue traveling its full path until it hits a wall or the missle. It will deal full damage to any enemy hit.

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