WATER OBSTACLES (rivers, lakes, canals)
In the game Tank Chess there are five are also impassable for almost all tanks (except
types of tanks and two basic boards, with the Amphibians), but firing over them is possible for all
addition of empty gridded boards to allow creating types of tanks. If they want, players can
countless schemes using obstacles. All in all, with deliberately move any tank into the water and
the Tank Chess main game only, the challenge and sink it (the piece is removed from the board).
diversity are guaranteed long-term, but for the
players who want to go an extra mile, there is the
Fun Set expansion. It contains additional elements
as well as new schemes.
All the basic rules of the game remain the
same, with only some new features and
possibilities being introduced. With these
additional elements, Tank Chess reminds a little
bit of some realistic war games, but the essence HEDGES (representing tall bushes or
of the game still remains the same: outsmarting shrubs) have opposite properties than low
your opponent by carefully positioning and obstacles. All the vehicles can pass over hedges,
maneuvering your pieces. but no tank can shoot through them as they block
the view if at least one of the squares in between
the tank that fires and the target contains a hedge.
THE CONTENT However, mortars and howitzers can shoot over
them normally. Hedges cannot be destroyed (they
- Five new types of obstacles: 6 Low obstacles spring back after a tank has moved through).
(white), 16 Water obstacles (transparent blue), 12 In the picture below: Black’s tank can shoot
Hedges (transparent green), 12 Mud obstacles at White’s MT, but cannot shoot at the White’s
(transparent yellow) and 20 Trees (green markers); CLT because of the hedge in the line of sight.
- 14 new types of vehicles (44 in total);
- Two types of mines: 10 Land mines (red markers)
and Remote Controlled mines (two notepads for
writing down their coordinates);
- 2 reference sheets with characteristics of all tanks;
- A brochure with additional schemes.
NEW OBSTACLES
In the Basic set, the obstacles represent
high buildings through which tanks can neither MUD doesn't affect shooting in any way;
pass nor fire. In reality, there are obstacles that however, it slows down all tanks: when a piece
can't be traversed, but can be shot over them, as reaches a square with mud on it, it stops
well as some obstacles that can be destroyed by immediately. Moreover, while a piece is on squares
passing right through them, so there are obstacles with mud, it can make only one step per turn (one
in the Fun Set that represent those types. square forward, backward or one rotation for 45°).
LOW OBSTACLES can be some walls,
trenches, etc. through which tanks cannot pass.
Due to their small height, all types of tanks can fire
over them. Turn 1 Turn 2
TREES are obstacles that cannot be passed - Recon Tank (RT) has the highest speed (max. 6),
nor shot over. However, Super-heavy and Heavy but weak armour and gun ( 0, 0, 0 ; I ). It can be
tanks (including Heavy Bulldozers) can knock very useful in the role of the Command Tank or in
down trees by simply stepping over such the pursuit of the opponent's Command Tank.
obstacles. When a tree is destroyed, the vehicle
that destroyed it cannot move further during the k!
ec
same turn, but it can still shoot. The correspondent Ch
tree marker is then removed from the board and
the obstacle no
longer exists. In
the next turn,
the vehicle - Light Mortar (LM) can shoot over obstacles at a
involved can short range, at only 2 or 3 squares of distance. The
move normally. armour is poor ( 0, 0, 0 ), but the speed is very
decent (max. 4). Unlike the Heavy Mortar, it has a
weak gun ( II ), but it is still dangerous for all
targets in cover. It can only shoot straight forward.
NEW PIECES Max
range
In addition to the tanks whose main
purpose is to fight, the Fun Set also includes
pieces that have some specific role (removal of
mines, pushing destroyed tanks, crossing water
obstacles, etc.). All the characteristics of the
different types are shown in a separate table
(reference sheet).
- Heavy Howitzer (HH) has poor
- Super-heavy Tank (ST) has the strongest armour armour ( I, I, 0 ) and a low speed
( IV, III, II ), very strong gun ( IV ), but the lowest (max. 2). However, the gun is
speed (max. 2). It progresses very slowly, but it's powerful ( IV ) and it can shoot
almost indestructible. over obstacles at a great distance
(7, 8 or 9 squares). It's most useful
- Tank Hunter (TH) has weak armour ( 0, 0, 0 ), but when it’s in the back line.
it’s very fast (max. 5) and has a decent gun ( II ). It
can be very effective hunting down the opponent's - Light Howitzer (LH) can shoot
Command Tank. over obstacles, and it’s limited
to shooting straight forward and
- Assault Tank (AT) has mediocre speed (max. 4) at a distance between 5 and 7
and gun ( II ), but a strong frontal armour ( III, 0, 0 ). squares. It has basically no
There is no rotating turret so it can shoot only at armour ( 0, 0, 0 ), its max. speed
the targets that are straight ahead. is 3 and the gun value is also III.
- Amphibian (AM) has bad armour ( 0, 0, 0 ) and a - Minesweeper Tank (MS) is a medium tank with a
modest gun ( I ), but high top speed (max. 5). This is mine flail that can destroy land mines by simply
the only vehicle that can pass over water obstacles. passing through the squares with mines. The
markers of the destroyed mines are removed
from the board. In one turn, MS can sweep
several squares with mines. It can shoot like all
other medium
tanks, but the
side armour is a
bit weakened
(II, 0, 0), to
If the Amphibian is destroyed while on the compensate
water surface - the piece is removed from the board the weight of
(it sinks so it doesn't become an obstacle). the mine flail.
- Heavy Bulldozer (HB) is a type of heavy tank - Recovery vehicle (R). In addition to the
equipped with a blade for pushing the destroyed engineering tank that carries the Bridge, this is the
tanks. It can push all destroyed tanks apart from second type of vehicle that does not participate in
the Super-heavies. It can also fight ( III level gun), fighting. Its task is to repair destroyed friendly
and its side armour is weaker due to the additional tanks. The repairing sequence goes like this:
weight of the blade ( III, I, I ). It may only push a
single destroyed tank per turn, up to a maximum 1) In the first turn, R takes
of 3 squares (max. 3 speed). Pushing is limited to a position so that the
one direction only: straight ahead. If the destroyed destroyed friendly tank is
piece falls into the water, then it gets removed right in front of it;
from the board (it sinks).
2) In one of the following
turns (it does not have to
be the next one), the Turn 1
affected tank is repaired.
The repaired tank is
turned back on its tracks.
For this action, the whole
turn is spent (no other
- Bridge tank (B) is one of two pieces that have no move with any of the
gun, so it cannot fight. It has a support role – it pieces can be made);
provides a way for other tanks to cross the water
obstacles (narrow rivers or canals). By coming to 3) From that moment on, Turn 2
a square with a water obstacle, the piece is the tank is repaired and it
separated in two can join the battle again.
parts. The lower part
(the hull) is removed Recovery vehicle has no
from the board, while gun nor armour ( 0, 0, 0 ),
the upper part (the and its max. speed is 4.
bridge) is placed onto
this square. From Optional rule: The players
that point, all the can agree on the possibility Turn 3
pieces (even the to repair enemy units,
opponent’s ones), commandeer them that way
except for the Super- Turn 1 and use them as their own from
heavies, can use that that point. If that’s the case, the
repairing procedure is the same as
bridge to cross the above, and the only change is that
water barrier. To do a flag must be placed on the
so, the vehicles must repaired tank after it’s put back on
approach the bridge tracks in order to show that it
in a straight line, and fights for the opposite side.
while moving on the
bridge, the pieces
- Rocket Launcher (RL) is a
must move forward
rocket system mounted on a
or backward (no
half-track vehicle. It has a max.
rotating in place speed of 3 and weak armour
allowed). Once Turn 2 ( 0, 0, 0 ). Unlike all other combat
installed, the bridge units, RL has no gun, but rockets
cannot be moved nor that come with some different
destroyed. properties. This vehicle can
shoot twice in one turn, and
potentially destroy two targets!
It shoots only straight forward, it
can shoot over obstacles and
other pieces, and its range is
between 4 and 6 squares.
The rocket strength is V (the strongest
weapon alongside the gun on the Heavy Mortar).
- Twin-gun Tank (TT) is a type of medium tank When an opponent's tank comes to a noted
(armour II, I, 0 ; max. speed 4) that has two guns. square (at any moment during movement), a player
The main gun has a value of II and shoots only who set up the mine has the option to activate it. If
straight forward, while the other (value I ) is they decide to do so, the coordinates must be
mounted on a small turret that can rotate and shown to the opponent (of the activated mine
therefore fire in three directions. That way, it can only). The destroyed piece is then turned to the
shoot at two targets simultaneously. side and remains on that square.
MINES However, if the player does not want to
activate the mine, they are not required to show
- LAND MINES are represented by red markers, the coordinates from the notepad. This decision is
each one taking up one square. No tank can pass logical because the player could be waiting for a
over a land mine without getting destroyed, with more valuable opponent’s piece.
the exception of the Minesweeper Tank (as
already shown), but all tanks can shoot over it. If an opponent’s piece ends its movement
Land mines can be placed as an addition to the on a RC mine and the player decides not to
Basic setup or any other scheme of obstacles and activate it - the first next opportunity to activate it
must be arranged on the north and the south sides is when (if) the opponent moves the piece again.
respecting the rule of central symmetry.
There is an option that gives each player
the possibility to set up a few (up to 5) mines on
BROCHURE
the squares of their own choice within their own As many as five new types of obstacles
half of the board. In that case, the mines don't from the Fun Set provide immense opportunities
have to be placed symmetrically. for creating different obstacle schemes. While
It’s logical that, in most cases, intentionally with the obstacles within the basic set the
destroying your own tank to a mine won’t be a majority of custom schemes represent an urban
good move, but in some situations the destroyed environment, it is possible to design the most
tank (with the plastic piece flipped on the side) can diverse battlefields and environments using the
provide a useful cover for other units. obstacles from the Fun Set. In the Brochure, there
are the schemes we have prepared for this release,
and we expect our players to send their schemes
to the email tank.chess.game@gmail.com. We
will put all the received schemes to the test and if
they are good, we'll publish them on our website
www.gamesforsage.com, and the best of them
will be part of the next printed edition of the
Check! brochure.
SCHEME LEGEND
High obstacle Low obstacle
- REMOTE CONTROLLED (RC) MINES aren’t
represented with markers. Instead, each player has a Water Hedge Mud
notepad where they can write the coordinates of 3
squares on their half of the board that will contain Trees Land mines
the RC mines, which aren’t visible to the enemy.