On each player's turn they MUST move (change its
position or orientation) a single piece of their choosing. Only
the selected piece can shoot during this turn. Turns are
played alternately, with the White player moving first.
GAME CONTENTS MOVEMENT
- 1 small board - 16 x 16 spaces; Pieces can move straight forward, rotate in place
- 1 large board - 20 x 20 spaces; 45°, or a combination of both. Each 45° rotation, and each
- 14 white and 14 black tank pieces; movement from one space to another counts as one step.
- 20 white and 20 black flags/antennas;
- set of additional obstacles and border surfaces; Different tank types have different speeds, with the
- notepad; speeds determining the maximum number of steps a piece
- blank scheme pad; can perform in one turn.
- turn counter; Table 1 HEAVY MEDIUM LIGHT (and COMMAND)
- 2 reference sheets;
- rules and brochure.
SPEED max 3 max 4 max 5
Each double-sided game board includes one pre- Pieces can also move a single space directly
printed set of obstacles on one side (Basic Setup), as well as backwards; however, this cannot be used in combination
a blank side for use with the set of additional obstacles to with forward movement and/or rotation.
create your own custom maps.
A piece can only move over empty spaces, never
Piece types are: over obstacles or other pieces. Additionally, rotating a piece
left then right, returning it to the same position and direction
from where it began, does NOT count as movement.
Examples:
Command Light Medium Heavy Tank Heavy
(Light) Tank Tank Tank Tank Destroyer Mortar
(CLT) (LT) (MT) (HT) (TD) (HM) obstacle
BASIC SETUP 16 x 16 initial
position
It is recommended that new players use the smaller
final
16 x 16 board with the pre-printed Basic Setup side for the position
first few games. Each player should use the following set of
pieces: 2 Heavy, 3 Medium, 4 Light, and 1 Command tank.
During setup, pieces are placed on their marked
spaces, directly facing the opponent's side of the board.
Tank symbols:
Heavy Medium Light Command
Tank Tank Tank Tank
Starting positions of the white pieces
SHOOTING Pictured Right: .
Once a tank has been moved, it may target a single White's Heavy Tank
opponent's tank from its final position. If there are multiple cannot shoot at Black's
valid targets, the tank may choose only one, but it can also Light Tank because there
choose none. A tank can shoot in three directions – straight are no empty spaces
ahead or diagonally to the left or right. between them.
If a tank can shoot at an opponent's piece, it is not
necessarily destroyed outright. This depends on the
attacker's gun value versus the position and armour value of
the target.
ARMOUR
Tanks have different armour values on each side of
the tank. Armour is typically strongest at the front, medium
The shooting tank must have an unobstructed
on the sides, and weakest at the rear.
straight line of sight between itself and the target.
Additionally, a tank may NOT shoot any pieces immediately Front armour is only hit from directly ahead (black
next to it. There must always be at least one empty space arrow). Likewise, rear armour is only hit from directly behind
between the two. (white arrow). Side armour is hit from any other direction
(grey arrows).
Pictured Left:
White's
Medium Tank
moves into
position to
shoot Black's
Medium Tank.
FRONT SIDE REAR
Armour values:
Table 2 HEAVY MEDIUM LIGHT (and COMMAND)
FRONT III II I
SIDE II I 0
Pictured Above: By moving backwards, Black's
Medium Tank positions itself with three possible targets, REAR I 0 0
but can only choose one to shoot.
GUN END OF GAME
Different pieces have different gun values: The goal of the game is to either destroy your
opponent's Command Tank, or to “escape” with your own
Table 3 HEAVY MEDIUM LIGHT (and COMMAND) Command Tank by strategically moving it to the opponent's
GUN III II I side of the game board and exiting the board during its
movement. The first player to succeed in either of these two
In order to destroy an opponent's piece, the attacking goals is the winner.
piece's gun value must be higher than the armour value of Pictured Below: Black's Heavy Tank moves into
the tank side (front, side, or rear) that is being targeted. position and shoots at White's Command Tank, destroying
it. The game is over and the Black player is the winner.
In other words, when speaking of Light, Medium and
Heavy Tanks, a tank can only destroy a tank of the same previously
type from the sides or rear, due to the gun value being equal destroyed
to the front armour value. piece
Pictured Left:
Black's
Command Tank
destroys White's
Medium Tank by
hitting it in the Pictured Left:
rear armour. White's Command
Tank exits the
board on its fourth
movement step.
The game is over
and the White
player is the winner.
However, the
Command Tank cannot
exit diagonally through
the corner of the board.
Pictured Right:
Pictured Above: White's Medium Tank moves into Black's Command Tank
position to target two of Black's tanks. However, White cannot exit the board
can't destroy either of them because its gun value (II) is not this turn because of the
greater than the two Black Tanks' armour values (II) (see diagonal corner rule.
Tables 2 and 3).
* CHECK / ESCAPE: When a player ends their turn, resulting in
When a piece is destroyed, it is flipped on its side, the possibility of destroying the opponent's Command Tank in
remaining on its space. Through the course of a game, their following turn, that player must clearly say, “CHECK!”.
destroyed tanks become obstacles through which tanks Additionally, when a Command Tank can “escape” in the
cannot move or shoot. following turn, the owning player must say, “ESCAPE!”.
BASIC SETUP 20 x 20
The same rules from the 16 x 16 setup also apply to
the 20 x 20 board, with the addition of two new piece
types: Tank Destroyers and Heavy Mortars.
Tank symbols:
Heavy Mortar range
Tank Heavy
Destroyer Mortar
Pictured Above: Black's Heavy Mortar has
positioned itself where it can destroy either White's
TANK DESTROYER
Medium Tank (3 spaces away) or Tank Destroyer (5 spaces
Tank Destroyers have the same speed (max 4) and away). Black may only choose one piece to destroy.
armour ( II, I, 0 ) as the Medium Tanks.
However, their gun value is IV, and they can only
shoot straight forward since they don't have a turret. NOTES
- Draws are extremely rare.
- All pieces are worth the same. At first glance, the Heavy
Tank is worth the most, but the speed of Light Tanks is
much more important than gun and armour values during
the end game.
- Mortars significantly change the game. There are no more
“safe” spaces (behind obstacles).
- This game may be played using a chess clock. The advised
time for a 16 x 16 board is 30 minutes per player, and 45
minutes each for the 20 x 20 board.
- Using the coordinates printed on the board, it is possible to
annotate a whole game (for more details, see the brochure).
HEAVY MORTAR
Heavy Mortars have the same armour value as Light BROCHURE
Tanks ( I, 0, 0 ), while their speed is the same as the Heavy
An unlimited number of games can be played on the
Tank (max 3).
Basic Setup boards, with each one being completely
They have a gun value of V and can only shoot different from the last. Additionally, players can invent their
straight forward. The Mortar's main feature is its ability to own setups using the blank side of the boards with the
shoot over obstacles or any active or destroyed piece. additional obstacles. Of the countless possible setups,
some suggestions are presented in the brochure. When
creating a setup, it is advised to follow the rules presented
in the brochure.
EXPANSION
For players who would like to expand their Tank
Chess experience, the Fun Set expansion is available (not
Its shooting range is limited to 3, 4, or 5 spaces from included in this set). The expansion offers new piece types
the Mortar. If the opponent has multiple pieces in range, the (Super Heavy Tank, Tank Hunter, Amphibian, Bulldozer,
attacking player may choose only one piece to destroy. and more), new types of obstacles (water surfaces, low
obstacles, etc.), as well as mines.