The goal of Block War is to destroy your opponents gates. You do this by opening gates (to attack)  or closing your gates (to defend). Behind these gates you’ll play units from the Perp Deck. You’ll also play cards to open or close your opponents gates and exert control over the Justice Department in the Street between you.

Order of play in VERY important in Block War. In many card combat games you’ll play a card and something happens, you’ll play another card and something else happens. In Block War, on your turn you spend Action Points to play cards from your hand and do various other things. When, AND ONLY WHEN, you have spent all your action points, combat happens.

Combat happens in an orderly fashion starting at the gate next to the Justice Department and the order of combat in each column is determined by the orientation of the Justice Department card.

OVERVIEW OF A TURN

One “TURN” consists of a player:

1. Renewing their Action Points to 5.

  • If using the tracker card, move your counter to the 5 space on the card.

2. Spend their Action Points. COMBAT DOES NOT BEGIN UNTIL THE PLAYER HAS SPENT ALL OF THEIR ACTION POINTS!

  • Action Points are marked on the bottom right corner of the Perp Deck Cards. You may perform as many of the following actions as you wish, in any order, until your AP are exhausted.

3. Resolve Combat. Except for the first turn of the first player.

  • We’ll get to combat below.

4.Replenish the Street from the Justice Department Deck. If any Justice Department Units were destroyed.

If no Justice Department units were destroyed, take the last card (the furthest from the JD Deck, discard it and draw a new card.

RULES OF COMBAT

Combat begins as soon as the active player has spent all of their Action Points.

A unit that can attack, must attack.

Combat always starts at the column closest to the Justice Department Deck.

Resolve Combat one column at a time moving away from the Justice Department Deck.

An open undefended gate is destroyed by any attack.

Combat is initiated by the Justice Department based on the direction they are facing. If the Justice Department unit is facing your opponent, then combat begins with the Justice Department and your opponent for that Column. When that combat is resolved, combat would resolve with the survivor (if any) and you.

I know this seems like a lot, but it will all make sense in the example below:

 

 

Player 2 has just finished playing their action points. Let’s take a look at combat column by column. WARNING: I’m going to go in-depth in each column so you get a step-by-step for the most common combat situations.

Player 2

Player 1

To make things simpler, lets break down the layout to show that there will be 5 individual combats.

Player 2

Player 1

Player 2

Player 1

COMBAT RESOLUTION: Column 1

 

 

 

 

Since combat always starts at the gate closest to the Justice Department deck, let’s take a look at column 1.

The order of combat is not based on who the current player is. It is based on the orientation of the Justice Department.

In Column 1 the Lawmaster is facing Player 1s destroyed gate. Since the JD will not attack a destroyed gate, the Lawmaster does nothing. Then…

Player 2s Citi-Def unit attacks the Lawmaster with an attack of 2. The Lawmaster only has a defense of 2 so the Lawmaster is destroyed.

Player 2

Player 1

COMBAT RESOLUTION: Column 2

 

 

 

 

Judge Giant is facing Player 2 so combat begins between him and the Block Mob.

Judge Giant has an Attack of 3 and a Defense of 3 while the Block Mob has a Defense of 2 and an Attack of 3, they destroy each other.

With Judge Giant and the Block Mob out of the way, Player 1 is free to destroy Player 2s Security Gate.

Player 2

Player 1

COMBAT RESOLUTION: Column 3

 

 

 

 

The Bike Cannon is facing Player 1s Closed gate. The Bike Cannons marked ability is that it destroys any closed gate it is facing. So Player 1s gate is destroyed.

Player 2 then gets to attack.

Unfortunately Player 1s Punks only have a 1 Attack, so they do nothing to the Bike Cannon.

Player 2

Player 1

COMBAT RESOLUTION: Column 4

 

 

 

 

Column 4 not much will happen because Player 1 has placed Riot Foam on Player 2s gate. As long as Riot Foam is on a gate it counts as destroyed and the Justice Department will not attack it.

 

Player 2

Player 1

COMBAT RESOLUTION: Column 5

 

 

 

 

The last column, column 5 has both Security Gates closed, but…

Player 2 has played High-Explosive on Judge Dredd. This causes Player 1s gate to be destroyed.

RULES OF COMBAT

Combat begins as soon as the active player has spent all of their Action Points.

A unit that can attack, must attack.

Combat always starts at the column closest to the Justice Department Deck.

Resolve Combat one column at a time moving away from the Justice Department Deck.

An open undefended gate is destroyed by any attack.

Combat is initiated by the Justice Department based on the direction they are facing. If the Justice Department unit is facing your opponent, then combat begins with the Justice Department and your opponent for that Column. When that combat is resolved, combat would resolve with the survivor (if any) and you.

 

updated 12/14/18 3:05PM EST

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