Bitskrieg Rules
Bitskrieg Rules
Bitskrieg Rules
The blue Light Tank can fire on any of these red Medium Tanks. The topmost
Tank is three squares away instead of two because the Obstacle prevents him
from counting diagonally.
9. VICTORY Ramming
You may Ram an enemy Tank by trying to Move into its
At the start of your turn, if you have Captured both enemy
square. Once adjacent to and Facing the enemy Tank's
Flags, you win immediately. Remember, to Capture a Flag,
square, announce your intention to Ram that Tank; you do
both Flag spaces must be occupied by your Tanks. It
not actually enter the enemy square, but you do need to
doesn't matter if you have Captured both Flags at the end
have sufficient Speed to potentially enter that square. Both
of your turn, only if you still occupy those squares at the
players roll a die for their Tanks. If the roll is greater than
start of your next turn.
their Tank's Armor Rating, the Tank is Destroyed! Ouch! If
If all of a player's Tanks are Destroyed, the other either or both Tanks survive, they are flipped to their
player wins immediately. The player whose Tanks have Finished side. A Ramming Tank cannot use Bounding Fire if
all been Destroyed does not get an opportunity to that rule is also in use.
Rebuild, even if her Rebuild marker is still in play.
Destroying Obstacles
Play continues until one player or the other wins. There are A Tank may Fire at an Obstacle in the same manner and
no draws. under the same restrictions as at an enemy Tank. If the
Range Roll is successful, the Damage Roll result must be
10. OPTIONAL & ADVANCED RULES greater than 4 to Destroy the Obstacle. If using the Terrain
The following rules add to the complexity of the game. Optional Rule below, you may only Destroy Buildings and
You can add any, all, or none of them, in any combination, Woods. If you fire on Water, the worst you can do is
so long as both players agree to utilize the rules in cause a bit of a splash, which the players can simulate with
question. We would suggest using the basic rules for your water pistols at a safe distance from the game.
first few games, especially with younger players.
Handicapping
A player may be given an advantage or disadvantage
by changing the number of Rebuilds allowed per match
by that player.
Scott & Miles Muldoon BITSKRIEG 5
Terrain Water: Tanks cannot enter Water squares, but Water
Obstacles have properties based on the sort of Terrain squares do not block Range Counting.
they represent. When using the Terrain rules, make the following change
Buildings: As with Obstacles in the base rules, they block to Step 1 of the Set-Up Procedure. One Player will select
both Movement and Range Counting. any of the six Obstacle pieces, choosing the side of the
piece with the Terrain she wishes to place, and then roll the
Woods: Tanks may enter Woods squares freely, but they
dice to determine the square in which it will be placed. Her
still block Range Counting. If a Woods square is occupied
opponent then does the same, with the Players alternating
by the Firing Tank or the target Tank, that particular until both Players have placed three of the Terrain pieces.
Woods square does not block Range Counting.
CREDITS
DESIGN: SCOTT MULDOON & MILES MULDOON
DEVELOPMENT: SCOTT MULDOON & TOM RUSSELL
ART: WIL ALAMBRE
RULEBOOK LAYOUT: MARY HOLLAND-RUSSELL
RULEBOOK EDITING: MARY HOLLAND-RUSSELL & TRAVIS D. HILL
PROBABILITY CONSULTANTS: DONALD BYRON JOHNSON, ERIK WALTON, ROGER LEROUX,
MICHAEL RICHTER, MIKE ARMS
SPECIAL THANKS: AMY MULDOON, FOR HER ELEGANT AND CREATIVE SOLUTION TO LINE OF FIRE,
AND TO FRAN STEWART, FOR THE “BITSKRIEG”.
COPYRIGHT 2017 SCOTT & MILES MULDOON, UNDER LICENSE TO HOLLANDSPIELE
Scott & Miles Muldoon BITSKRIEG 6
Art by Wil Alambre