WELCOME TO THE FUTURE OF STRATEGY BOARD GAMES

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1 WELCOME TO THE FUTURE OF STRATEGY BOARD GAMES INSTRUCTION MANUAL

2 THE STRATIX GAME BOARD No matter whom you are or where you come from, STRATIX can be played and enjoyed by anyone. STRATIX is based on military units, movement, and purpose. The goal is to annihilate your opponent, or opponents, by strategically eliminating enemy pieces from the game. STRATIX may be played by 2, 3, or 4 players, of ages 10 or 11 and up. GAME OBJECTIVES The objective of the game is to eliminate your opponent(s) by strategically taking their pieces from the board (similar to Chess or Checkers) or by outnumbering their pieces during The Final Assault mode of the game. BOARD DETAILS AND INTERACTION The DMZ s are indicated on the playing board and are colored red. 30 x 30 The Staging Areas are directly behind the DMZ The DMZ and The Staging Areas are safe areas Enemy strike forces cannot penetrate into the DMZ/Staging Areas Once a player moves their pieces out of the DMZ/Staging Areas and into a battle zone Pieces may not return to the staging area unless directed by a RECON PACK card GAME BOARD WITH HIGHLIGHTED BATTLEZONES/QUADRANTS Pieces may not move within the DMZ/Staging Areas Pieces may not make a direct strike from the DMZ/Staging Areas The blue areas are considered water obsticals and non-play areas; Only aircraft my move over them to continue a move or strike Battlezones, or quadrants, are the playing areas outside the The DMZ s and Staging Areas and do not include Bridges

3 BOARD DETAILS AND INTERACTION CONTINUED: BRIDGES All INFANTRY and TANK pieces MUST use the bridges in order to get to an adjacent Battle Zone/Quadrant (unless instructed by a RECON PACK card INFANTRY and TANK pieces may NOT move from Bridge to Bridge (unless airlifted with a RECON PACK card) ICBM s, JET FIGHTERS, HELICOPTERS, and ARTILLERY may move to and from bridges, and may also attack from bridge to bridge Battlezones and Staging Areas do not include Bridges HELICOPTERS may move from bridge to bridge, following grid lines appropriately, as part of their regular piece moevement. GAME BOARD WITH HIGHLIGHTED BRIDGES GAME BOARD WITH HIGHLIGHTED WATER

4 THE RECON PACK Is the deck of cards placed in the center of the board for RECON PACK play The RECON PACK spaces on the board are indicated in yellow When a player lands on a RECON PACK Space he must draw a card and follow the card s instructions Each player can use the RECON PACK Spaces in any battle zone A piece may safely occupy a RECON PACK Space for one round of play On the next turn it must move off that RECON PACK Space* A player may make a strike from a RECON PACK Space when it is their turn Any pieces occupying the RECON PACK Space may NOT be attacked, unless the game is in Final Assault Any piece may cross over a RECON PACK Space as part of a continued movement without having to draw a card.stratix-board-recon-spaces You are not permitted to move from one RECON PACK Space to another unless the cards direct you to do so As each player draws from the RECON PACK DECK the cards are removed from play for the rest of the game unless instructions from a particular card directs otherwise When a RECON PACK Card orders the Recovery of a piece, the player must place it on their DMZ line or if the DMZ is full, then place somewhere on the next consecutive line of spaces. (Player s option where) Once the RECON PACK Cards are used up, the The Final Assault mode begins. GAME BOARD WITH HIGHLIGHTED RECON PACK DECK AND SPACES * If a player moves any other piece while occupying a Recon Space and another player catches them, that player loses the occupying piece. If they are not caught before the next player moves, the piece is safe until the next turn. If you have TWO Recon Pack Spaces occupied you have two turns in which to move them off (players option which piece first). If you choose to move any other piece than either of the two pieces on the RECON PACK spaces, both pieces are lost and removed from the board.

5 PLAYING THE GAME TWO, THREE OR FOUR PLAYERS: Shuffle the RECON PACK deck and place on the board. Each player draws a card. On each card there is a small number, the player with the highest number takes the turn chip and makes the fi rst move. Each player then follows, one move each, clockwise around the board. THE CHIP: The chip is held on to or placed near by the player whose turn it is. Once the player is satisfied and completed their move or moves, they then pass the chip. It is the next player s turn when that player has 100% possesion of the chip. The player with possession of the chip may take as long as they want, and may make as many test moves as they desire. LESS THAN FOUR ARE PLAYING: All unoccupied battle zones are available for use by all players, except the demilitarized zones and the staging areas of the unoccupied battle zones. A KILL (or STRIKE): An attack is complete when, one weapon moves onto an enemy occupied space. The defeated weapon is then removed from the board. The FINAL ASSULT: Executed after the last RECON PACK card is drawn and acted upon. Any Army may infiltrate into any active battle zone, and if that attacking army out numbers, by one, that battle zone s army (those pieces that are out of the staging area and DMZ, and are in action), the attacking army win that battle zone and the defeated army is out of the game, and all pieces removed regardless of where they are on the board. This does not effect any other army s pieces in the battle zone. PIECE PLACEMENT

6 PIECE MOVEMENT ORBIS / INFANTRY: One space, in any direction, diagonal, vertical or horizontal. EXCEPT for the first move off the DMZ. It must move two spaces on first move, including pieces restored by the Recon Pack. Cannot pass over any men or equipment. RAZE / TANKS: Three spaces (must move all three), in any direction, vertical, diagonal or horizontal, in any combination. Cannot pass over the same space twice. Cannot pass over any men or equipment. Target is destroyed on the third space. WEGA / ARTILLERY: Unlimited movement, horizontal and vertical only (no combinations), into any battle zone on the board. Cannot pass over any men or equipment. May cross water without the aid of bridges. VEX / HELICOPTER: One to three spaces any direction, diagonal, vertical or horizontal and in any combination. Can pass over its any men or equipment. Does not have to move the entire three spaces to complete it s mission, may jump from bridge to bridge. May jump water which does not exhaust any of the three spaces in move. WEGA / JET FIGHTERS: Unlimited movement, diagonal, vertical or horizontal (no combinations), into any battle zone. May pass over it s own men or equipment. If striking a target the first target on its chosen path must be the objective. SURFEIT / ICBM: Unlimited movement, diagonal, vertical, or horizontal (no combinations), into any battle zone. Can pass over any men or equipment. Must hit a target directly on its chosen path. Target destruction includes all enemy pieces in all adjoining spaces to the target space. Eliminates up to 9 enemy pieces at once!

7 This INSTRUCTION MANUAL, contents, game play, artwork, design(s), website, and the entire game itself is the copyrighted property of Grant Garrison, and Garrison Group, Inc. For a limited time, we happily give permission for anyone to duplicate and distribute this game and its assets, including this manual. This is subject to change, without notice, but for now we are offering this for free as a promotional vehicle to develop the popularity of the game. The rest of the game, accessories, FAQ s, News, Comments, and more information can be found at: Don t forget to follow us and like us on social media! info@stratix.us Copyright 1987, Grant Garrison and Garrison Group, Inc. All rights reserved.

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