Barricade
Barricade Rulebook
Table of Contents
Table of Contents
Game Includes
Game table (19 1/8" square), 10 playing pieces, storage tray and instructions.
Object of Game: To score the highest number of points by being first to place all possible Scouts in opponent's Base Stations.
How to Play
A. The Start
Each player receives 5 pieces of one color: 3 Scouts and 2 Guards. He places his Scouts in the 3 Base Stations on his side of the Board. The Guards remain in the storage tray until brought into play. By a simple draw, the starting player is chosen. Play alternates.
B. Basic Rules
- A Scout must move either forward or sideways (NEVER backward) along the white tracks. EXCEPTION: A Scout can move sideways in either direction on Lines 2 and 12 to the next Outer Station (or Stations) only if he is not able to move forward. He must move forward if such an option exists.
- A Scout can occupy any Station on the Board.
- A Scout cannot move sideways to an adjoining Station and back in the same turn.
- When a Scout has reached one of his opponent's Base Stations, he cannot move again.
- A Guard cannot occupy a Base Station or an Outer Station.
- A Guard is not restricted to moving along the white tracks and can move in any direction to any unoccupied Cross Station on the Board.
- Once a Guard is brought into play, he remains on the Board until (1) he is forfeited or (2) the game ends.
- A playing piece cannot be placed on a Station already occupied.
C. Choosing Your Move
Subject to the BASIC RULES, a turn consists of a double move made in one of the following 3 ways:
- One Scout moves 2 consecutive Stations. (This turn can also be one Station forward and one Station sideways or in the reverse sequence.)
- Two Scouts move one Station each.
- One Scout moves one Station and one Guard is either brought into play or moves to any empty Cross Station. In this move, either Guard or Scout can move first.
D. Blocking
If all of one player's Scouts, remaining in play, are blocked and unable to move, player must forfeit a Guard of his choice. Opponent then moves. If player still cannot move on the next turn, the second Guard is forfeited. A forfeited Guard is retired from game. Opponent continues to move unopposed, while observing BASIC RULES, until he "unblocks" a Scout. Play, then, continues in regular sequence.
End of Game
The game ends in either of the following ways:
- When one player has placed all 3 Scouts in opponent's Base Stations.
- Game can end by one player executing a ROCKING HORSE SWEEP* with one of his Scouts.
* This consists of a double move sideways followed, in turn, by a reverse move sideways, always using the same two stations. The SWEEP must be completed in 6 consecutive turns and can be executed only on lines 4, 6, 8, and 10.
Scoring
The first Scout to reach a Base Station scores one point, the second 3 points, and the third Scout scores 5, a possible total of 9 points. When game ends, each player records his score. High score wins.
Variation I: Capture the Scout
The game is played exactly as above WITH THE EXCEPTION that if a player cannot move (See D - Blocking), a Scout of his choice, instead of a Guard, must be forfeited. The game also ends if a player loses all Scouts. Opponent, then, scores 1, 3 and 5 points respectively for his Scouts remaining anywhere on the Board.
Variation II: Intercept
The game is played with the same rules for Variation I WITH THE EXCEPTION that a Scout must be forfeited as soon as he is blocked, even if the player's other Scouts can still move.
Variation III: Breakthrough
A version for experts which is played like the regular game WITH THE EXCEPTION that a Guard must be forfeited AS SOON AS A SCOUT IS BLOCKED, even if the player's other Scouts can still move.