TUBE EDITION
A skirmish game for 2 players by Néstor Romeral Andrés
INTRODUCTION
Player, welcome to the ARCADE.
Your orders: Command your tank squadron and destroy theenemy. Navigate the labyrinthine arena, and blast the hostile tanks
while protecting your own. This is a tactical test of skill. Lose all
three tanks, and it's GAME OVER; but if you win, you might justsee your initials in the high score list.
MATERIAL (STARTER SET)

-15x15 cells board
10 walls
1 square Compass card
2 square Energy Pool cards
27 square Destroyed Floor cards
3 green tanks
3 orange tanks
3 green targeting tokens
3 orange targeting tokens
3 green tank cards
3 orange tank cards
8 black discs
10 dice

You can add additional terrain tiles, walls and units with theexpansions.

Rules and rulebook © 2014 Néstor Romeral Andrés – Revisions by Nathan MorseSETUP
Arrange the terrain tiles into any desired shape, so that they alignwith an imaginary square grid. Place walls in some of the squares.
You can use all the tiles and walls, or just a few. You can also
leave ‘gaps’ on the board. This playfield is called the Zone.
Place each tank onto an empty space of the board. The distributionof the terrain tiles, walls, and tanks must be agreed upon by bothplayers.

Setup example (only a portion of the zone is shown)
You can also check the nestorgames site for suggested setup
configurations.
Each player takes all cards of her colour and 4 black discs.
Place your cards in front of you in numerical order. Place a disc on
the number ‘6’ of every card. This disc indicates the amount ofdamage that the tank can receive before being destroyed. Tanks
start the battle with 6 damage points.
Place the 4th disc directly below card number 1. This is the‘activation disc’ and indicates which tank is active.

Card setup
Determine which player goes first by any peaceful means. This
player takes all 10 dice.
CORE RULES
You’ll rarely play with the core rules alone, but the game is easierto learn if we introduce them first, and then the rest.
In the core rules, shots are considered to follow a parabolic pathover the Zone. This means that walls don’t block the shots.
Players alternate turns during the game doing any of the following
with their active tank. All actions are optional.
Moving The Active Tank
You can spend up to 6 movement points for your active tank on
your turn. Tanks spend 2 points when moving to an orthogonallyadjacent empty space and 3 points when moving to a diagonallyadjacent empty space. When moving diagonally, the two spaces
orthogonally shared by the starting and ending spaces must be
also empty (see example). You can leave points unused. You canalso move, then fire, then move with your remaining points.

Rules and rulebook © 2014 Néstor Romeral Andrés – Revisions by Nathan MorseThe Orange tank moves1 step forward (2 points) and 1 step
diagonal (3 points) for a total of 5 points.

Tank ‘1’ (upper-left) cannot move diagonally to the marked squarebecause there is a wall adjacent to both the origin and destination
spaces.
Firing The Cannon Of Your Active Tank
Although the tank turrets can rotate, they are merely decorative.
The direction that the turret is pointed has no effect on gameplay,
but it does feel really cool to point the turret toward its target.
You can only fire the cannon once per turn, but it does not cost anyof your movement points to fire. To fire the cannon follow thesesteps:

1.

Determine the target unit.

2. Calculate the distance between your active tank and thetarget space. To do so, count the number of spaces that separate
both horizontally and vertically. Then sum up the highest of the twoplus half the lowest rounding down. If your tank is not moving thisturn, subtract 2 points from that result (your pilot is aiming
carefully). If the number of dice goes below 1 then you
automatically hit, dealing 6 points of damage.

The active green tank is 8 spaces away from the target horizontally,and 4 spaces vertically. The distance is 10 = 8 + 2.
3.
Fire the cannon by rolling as many dice as the result of thecalculation (with a maximum of 10 dice). If at least one of the diceshows a ‘1’ then you’ve missed the target. Otherwise the target ishit for as many damage points as the lowest die value. Move thedamage disc of the target's card accordingly. If the damage discgoes below 1 the unit is destroyed and removed from the game
(optionally, you can keep the unit in place so it acts as an obstacle).
After taking your actions, move your activation disc to the next
unit to activate it for the next turn. Tank order is 1,2,3,1,2,3…
If your active unit has been destroyed simply move your activation
disc to the next unit and pass the turn to your opponent. That is to
say that destroyed units actually take a turn doing nothing.

Rules and rulebook © 2014 Néstor Romeral Andrés – Revisions by Nathan MorseGAME END
If, at the end of your turn, all enemy units have been destroyedthen you’ve won the battle. You can also agree on a different
victory condition before the game starts.
ADVANCED RULES
I recommend applying all these rules at once, but you can add
them to the games sequentially. Agree on which ones you will beusing before the game starts.
Collateral Damage
A miss doesn't just disappear into thin air. It can make a lucky
ricochet, or even strike something else nearby.
During the setup phase, place the Compass tile next to the Zone,aligned with its sides. It doesn't matter in which of the four
directions it is oriented, but it must stay oriented the same way theentire game. Each player takes all the targeting tokens of hercolour.
During the game each time a shot is missed (at least one ‘1’ isrolled), follow this procedure to find out where the rocket strikes:
1.

Remove all 1s and 6s that have been rolled.

2.

Remove all pairs of dice that add up to 7. This is 4+3 and 5+2.

3. If there are no remaining dice, then the target is hit for 1 pointof damage. Yes, your aim was off, but luckily the rocket scored aglancing blow after all! The collateral damage procedure ends.
4. However, if there are dice remaining, the shot has missed thetarget altogether, and will land elsewhere (which may be outside
the Zone). In order to determine where it lands, start from thetargeted space, and then do the following for each die value
remaining (not for each die; for each value: You should have only
one or two values left, and they won't add up to 7; otherwise,
you've done something wrong) to determine the offset: In thedirection indicated on the Compass tile for that value, count as
many spaces away from the target as the number of dice with that

value. After you have counted the offset in each direction, thisoffset location is where the rocket hits. If it hit another unit (even if
it is yours!) that unit takes 1 point of damage.

The orange active tank fires a rocket at the green tank on thebottom-right with 10 dice. It rolls at least one ‘1’ so it misses. Thenremoves all 1s and 6s. Then all pairs 3+4 and 2+5. After all this,
there are two 3s and one 2 remaining. According to the directional
tile (above the board) the rocket lands two spaces to the left
(because of the two 3s) and one space up (because of the 2) in thespace indicated with a circle.
Rules and rulebook © 2014 Néstor Romeral Andrés – Revisions by Nathan MorseFloor Destruction
If, during play, a rocket hits an empty space, then place aDestroyed Floor card on it. This space has been destroyed andfrom now on acts as a gap. It can neither be occupied, nor crossed
by a ground unit.

A ‘destroyed floor’ tile is placed where the rocket hit
Wall Destruction
If the rocket hits a wall, remove the wall.
Note: These rules do not imply that units are tougher than the floor
and walls. Floor and walls are merely considered to receive
maximum impact.
Blast
Whenever a unit is hit with 6 points of damage or a space or a wallis destroyed, all orthogonally and diagonally adjacent units receive
1 point of damage.
If all the remaining units are destroyed as a result of this blast, thegame ends in a tie.
StunWhenever a unit is hit with more than 3 points of damage, orreceives damage due to an adjacent blast, it is stunned; turn its

card 90 degrees. Instead of taking a normal action on its next turn,a stunned unit just recovers; rotate its card 90° back to normal.
Triangulation
Experienced pilots use triangulation to shoot targets with greater
accuracy.
After each unit takes its first shot, place its targeting token on thespace where the rocket hit.
On that unit's subsequent shots, instead of measuring the distancefrom the firing unit to the target, you can choose to measure fromthe targeting token to the target, but adding 2 dice to the roll.
Move the targeting token to the new impact space after firing.
Targeting tokens don’t block the movement of units or rockets.
There can be several aiming tokens on the same space, and canalso be on a space occupied by a unit.

Orange tank 1 uses its aiming token to shoot Green tank 3, so it willroll 2 additional dice. The aiming token is at a distance of [2 + ½] =2, so the green player rolls 2 (distance) + 2 (additional dice forusing the aiming token) = 4 dice instead of 10. It's much easier tohit a target close to what you just hit!
Energy Bolts
All units fire energy bolts instead of rockets. Energy bolts travel in astraight line, so shots no longer avoid obstacles by following aparabolic curve over the arena.
Rules and rulebook © 2014 Néstor Romeral Andrés – Revisions by Nathan MorseAfter calculating the 'landing space' (targeted space plus any offset
for missing), you need to determine what the energy bolt strikes. Inorder to do this, use the following procedure:
Trace an imaginary straight line from the centre of the space where
the firing unit is to the centre of the shot’s landing space. The firstobject in that line from your unit is what the energy bolt strikes. Thiscan be a unit – it receives 1 damage point – or a wall (apply wall
destruction, if you are using that rule).
If no object is hit before the shot reaches the target then the target
is hit (receiving the corresponding damage).
Notice that, according to the ‘collateral damage’ rules, the landing
space can lie outside the board. The imaginary line is harder totrace in this case, but do your best and agree with your opponent.

Orange tank 1 shoots accurately at Green tank 3, but a wall is in
the shot’s trajectory, so it hits the wall instead (red circle).
Target AnythingYour target does not have to be a unit. You can shoot an empty
space or a wall.

Repair
If you wish to use this rule, place some Energy Pools (blue tiles) on
the board during the setup phase.
A unit can repair itself by drawing energy from an Energy Pool. It
does so by staying on an orthogonally or diagonally adjacent spacefor its entire turn (when it is the active unit) and doing nothing else.
This repairs up to 2 points of damage. Multiple units can use thesame Energy Pool in a single round.
Energy pools can’t be destroyed.
Collision
Tanks can ram other tanks. The ramming tank must expend
enough movement to get into the occupied space, but stops moving one space short, adjacent to the target. Both units receive 1point of damage for every full 2 movement points the ramming tankspent to reach the target space. The target unit is not moved by theimpact.

Green moves one space orthogonally, then one space diagonallyto the space Orange occupies. Green does not actually move into
Orange's space, instead remaining diagonally adjacent. Both tanks
take 2 damage.

Rules and rulebook © 2014 Néstor Romeral Andrés – Revisions by Nathan MorseMISSIONSYou can agree on alternate victory conditions. Feel free to create
your own, but here are some suggestions:-Setup: Place an Energy Pool in the centre of the Zone. Victory:You can win by having a single unit repair there 3 turns in arow (It's OK if no damage is being repaired).

-Victory: Reach the opposite end of the Zone (your opponent's
first rank) to win.

-Setup: Place 9 walls in the Zone. Victory: Destroy 5 of them towin (keep destroyed walls in front of you to keep track).

You can agree either to use only one victory condition, or to selectseveral, any of which can be achieved for victory.