LAAGsquare2.jpg

 Components: 

6 pawns (3 of each color), 6 counting dice ( 3 of each color), 3 flicking pucks, 1 movement puck, 4 obstacle pieces 

4 barrier pieces, 1 bag 

  • The number of lines on each counting die indicate the pawn for which it is keeping score. 

Overview: 

Move your pawns strategically around the playing area to either evade your opponent’s pucks or STRIKE DOWN THEIR  PAWNS. You will take turns moving and flicking discs at each other’s pawns. A pawn that is knocked over will not get to act that round. Choose your next target carefully, dexterity is important, but strategic strikes will be just as valuable. Hit each of your opponent’s pawns 3 times for victory! 

Setup: 

  • Select your 3 pawns and 3 counting dice.

  • Arrange your counting dice in front of you with the lines facing you and no dots on the top of the dice. 

  • Setup the playing area using the diagram below. Your playing area should be about 2x2 feet. 

 
 
laagrules1.jpg
 

Before the Game Starts - The Dash: 

  • Before starting normal turns. Starting with the first player, take turns using the movement puck to move each of your pawns (Movement is described later.) 

  • You may choose not to move a pawn. 

  • If you fail a movement by hitting another object, that pawn will remain in its current position to start the game. 






 GAMEPLAY

Round Order:

  • Each round starts with the first player. They will choose one pawn to take actions.

  • Play alternates until all standing pawns have acted.  Players alternate going first each round. 


Turns: 

  • On your turn, choose any one of your pawns that is standing and has not taken a turn this round. Your turn consists of an optional movement action, and then a mandatory secondary action: shoot or charge. Actions must be taken in that order. 


Move (optional) 

  • Replace your pawn with the movement puck. 

  • Flick the puck in the direction you want to move. 

  • The movement is successful if the puck moves and does not touch ANY other component. 

  • If successful, replace the puck with the pawn that moved. Movement is over. 

  • If failed, the movement has failed. Place the pawn back in the position it started the round. 


Pick on of the following (mandatory)

1. Shoot 

  • Take a flicking puck and place it beside the pawn that is taking its turn. The puck must be within 1 puck distance of the pawn. 

  • Flick the puck at a standing pawn of the other team. If the shot makes contact with the opponent's pawn and knocks it over. The shot was successful. The opponent turns the counting die of the hit pawn 1 pip (ex. 0 to 1, 1 to 2, etc) 

    • It is possible to hit two pawns! 

    • If a flicking puck goes off the table the pawn that shot moves up 1 pip on the counting die. 

  • If the shot is not successful, the turn is over. 

  • A pawn that has been hit cannot act this round, even if it has not taken a turn. 

OR

2. Charge

  • Take a flicking puck and place it on top of the pawn that is taking a turn, and end this pawn's turn. 

  • On this pawns next turn it will flick the flicking puck from on top of the pawn! If the shot is successful it flips the opponents counting die for that pawn 2 pips (ex, 0 to 2, 1 to 3). 

    • You cannot move with a charged puck on your pawn. 

    • You cannot charge more than one shot at a time. 


  • When a  pawn’s turn ends, flip that pawn over to show that it has taken it’s turn for the round; and remove all flicking pucks from the board. 

New Round: 

  • Once the round is over both players stand up all the pawns who have less than 3 pips on the top of their counting die. 

    • When standing up pawns, players should imagine that their pawn is hinged to the table; standing the piece up while pivoting from the bottom side. 

  • Pawns that have 3 pips on the counting die do not stand up and become unfortunate obstacles for the rest of the game. 


Game Ends: 

  • The game ends when one player shows 3 pips on all of their counting die.