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Iron Forest

Iron Forest Rulebook

Table of Contents

Table of Contents

  • List of Components
  • Setup
    • Getting Ready
    • Example: "Establishing a Network" Scenario Setup
  • Playing a Round
    • On a Player's Turn
      • 1. Draw Your First Activation Card
      • 2. Take Actions
      • 3. Draw Your Second Activation Card
      • 4. Take Actions
  • Taking Damage + Getting KO'd (Knocked Out)
  • End of a Round
  • End of the Game
  • Other Rules
    • Placing Objects on the Board
    • Dice
  • Optional Rules
    • 2nd Chance Rule
    • No Power-Ups Rule
    • Maximum Chaos Rule
  • Suggested Order of Scenarios and Mini Expansions
  • Bombshell (Mini Expansion)
  • Loot Box (Mini Expansion)
  • Free For All (Teamless Game Mode)
  • Mecha Special Ability Cards (Mini Expansion)
  • Solo Mode
    • Opponent Activation — Move
    • Opponent Activation — Attack
  • FAQ
    • Power-Up Cards
  • Special Situations
    • White Lines on the Board
    • Getting Stuck in a Door
    • Accidentally Changing the Game State
  • Glossary
  • Quick Reference
    • Round Summary
    • Player's Turn
    • End of a Round
    • End of the Game
    • Taking Damage and Getting KO'd (Knocked Out)
    • Symbols
  • Credits
  • Why Mechas?

List of Components

  • 7 game Boxes
  • Animal Clans figures (left to right): BBIT, BUBO, HOWLER, SPIKE
  • Iron Force figures (left to right): SHI3LD, DRON3, CHAS3R, WH33L
  • 8 Mecha figures (4 Animal Clans with a green base and 4 Iron Force with a red base)
  • 1 Launcher
  • 4 risers (for holding up the Upper level)
  • 4 door clips (for holding the Upper level Boxes together)
  • 11 Scenario sheets
  • 13 two-sided Foothold markers (7 Animal Clans/Iron Force, and 6 Neutral numbered 1–6)
  • 4 two-sided Turn Order tokens
  • 8 Mecha cards (4 Animal Clans and 4 Iron Force)
  • 24 Activation cards (12 green Animal Clans and 12 red Iron Force)
  • 16 Free For All cards
  • 16 Power-up cards
  • 9 Solo Mode cards
  • 16 dice (8 green Animal Clans and 8 red Iron Force)
  • 22 Objective markers (8 green Animal Clans, 8 red Iron Force, and 6 white Neutral)
  • 8 Mecha special ability cards (4 Animal Clans and 4 Iron Force) (mini expansion)
  • 2 Bombshells (mini expansion)
  • 2 Loot Boxes (mini expansion)

Setup

Assemble the Play area, which uses different Boxes to make up two separate levels: Lower level and Upper level. Arrange the Lower level Boxes as shown in the image.

Arrange the Upper level Boxes using the provided clips to hold them together as one floor.

Then, fasten the risers by placing them onto the spots of the Lower level marked with the riser symbol. Place the Upper level on top of the risers. Use the provided riser clips to fix the Upper level into place as shown.

Getting Ready

Decide who will play as which team. In 2 or 4-player games, divide players evenly. In a 3-player game have the most experienced player on the same side as the least experienced player. This will leave the third player on their own team.

Look through the Scenario sheets and choose one to play. For your first game, we suggest you play the "Establishing a Network" Scenario (see Suggested Order of Scenarios, page 15).

Check which team will go first, then assign Turn Order tokens with their team's color facing up. The player(s) on the team going first take the odd-numbered tokens, while the player(s) on the opposing team take the even-numbered tokens.

Note: tokens 3 and 4 are not used in a 2-player game.

Next, have each player take Power-up cards. All Power-up cards are kept face up in front of the player. Shuffle the Power-up cards, then draw cards depending on the number of players:

  • 2 players: Each player draws 3 cards.
  • 3 players: Each player on the side with 2 players draws 2 cards. The single player draws 2 cards for each of their Turn Order tokens. This means they will have a total of 4 Power-up cards, but will only be able to use certain cards on their respective turns.
  • 4 players: Each player draws 2 cards.

Place the remaining Power-up cards in a face-down deck near the Play area for easy access during the game.

Place all figures on their corresponding Depots according to each Mecha's color (Animal Clans Mechas are placed on the Lower level; Iron Force Mechas are placed on the Upper level).

Check the Scenario sheet for any additional setup instructions (reference the symbols at the back of the rulebook). Familiarize yourself with any additional rules and your Goals in the Scenario sheet.

Example: "Establishing a Network" Scenario Setup

  • Iron Force: Take 7 Iron Force (red) Objective markers and place them on the Lower level above the Doors as shown in the Scenario diagram.
  • Animal Clans: Take 5 Animal Clans (green) Objective markers and place them on the Lower and Upper level above the Doors as shown in the Scenario diagram. Take 2 Animal Clans (green) Objective markers and place them on the wall near the Upper level Box Holes.
  • Goal: Remove a total of 12 Objective markers. When an Active Mecha moves through a marked Door or Hole, remove the respective Objective marker from it. Once all Objective markers have been removed, the team that removed them places 5 more Objective markers above 5 different Doors or Holes of their choice on either level.

Each team places their 4 Mecha cards close to them beside the Play area, with the Undamaged side facing up. Each team shuffles their 12 Activation cards and places the deck face down near their Mecha cards. These are the teams' Activation decks. Place the Launcher within easy reach of all the players.

Once the Scenario has been fully set up, you are ready to play. All components not used in the Scenario are placed back into the game box.

In some Scenarios, dice and other components are placed on the highlighted circles. For example, in the "Seismic Activity" Scenario, the setup calls to place 4 dice in the Upper and Lower level Boxes as shown on the Scenario sheet, all showing the 6 face upwards.

Playing a Round

Iron Forest is played in rounds. A round consists of each player taking turns until both teams' Activation decks have run out of cards. At that point, players complete the End of a Round steps, then begin another round. The game continues this way until one side meets their Goal for the Scenario.

For example, in the Scenario "Establishing a Network", the first team to Collect 12 of their Objective markers immediately wins the game.

On a Player's Turn

The player who is currently taking the turn is called the Active player. A turn is divided into 4 separate steps:

  1. Draw your first Activation card
  2. Take actions
  3. Draw your second Activation card
  4. Take actions

Once you have completed these 4 steps, the next player in turn order takes their turn.

In a 2-player game, both sides alternate turns back and forth. In 3 or 4-player games, use the numbered Turn Order tokens to determine the Active player in numerical order: 1, 2, 3, 4, then going back to 1. In a 3-player game, the single player team takes their turn after each other player. Example: player 1 (single player team) takes a turn, then player 2 (opposing team) would take their turn, then player 1 would go again, as shown by their Turn Order token 3, and then player 3 (opposing team, Turn Order token 4) would go.

1. Draw Your First Activation Card

The Active player draws the top card from their team's Activation deck and places it face up in front of them. This card determines the Active Mecha that they must Activate in the next step.

2. Take Actions

The player must take one main action:

  • Flick action or Launch action

Additionally, the Active player may take optional actions if such are available:

  • Play a Power-up card and/or take a Scenario-specific action

Flick action (main)

Flicking may be done in any way you feel comfortable with, but practicing different flicking methods will lead to a more skillful movement through the Play area. Here are some suggestions:

  1. If you want your Mecha to move in a straight line, put your finger behind it and push on the very center.
  2. If you want your Mecha to curve around corners or make wide turns, flick it on the side you want it to turn to (if you want it to turn right, flick it on the right side, etc.).
  3. If you want your Mecha to jump, you can make that happen! Flick the Mecha on the very top of its head and you can even make it leap over walls!

Launch action (main)

The Launch action is the only way a Mecha can get to the Upper level of the Play area. A Mecha must be in one of the outer Boxes on the Lower level in order to perform the Launch action.

To Launch a Mecha, remove it from its Box and place it in the Launcher. Place the Launcher outside the Box from which the Mecha was removed but inside that Box's Launch Area.

Then push down and release to Launch. It is a good idea to let players practice with the Launcher a few times before you start playing.

If the Mecha lands outside the Play area, see Taking Damage And Getting KO'd below.

Play a Power-up card (optional)

Using Power-ups will help bend the rules of Iron Forest in your favor. The text on Power-up cards always takes precedence over the rules in this rulebook. On your turn, you may use as many Power-ups as you have available. They may be used either before or after your main action. To use a Power-up, follow the text on the card and then discard it.

For example, if the Active player uses the card Field Repair Kit ("Repair any one damaged Mecha."), they may repair one Damaged Mecha. The player turns the Mecha card back to its Undamaged side and discards the Power-up card.

Attention: You may not use Power-ups the same turn you gain them. Place them face down as a reminder and when your turn ends, flip them face up.

Note: In a 3-player game the single player can only use the Power-up cards assigned to the current turn's Turn Order token.

Scenario-specific action (optional)

Some Scenarios might have Scenario-specific actions that a player may do on their turn. Check your current Scenario sheet for more information.

The player may move onto the next step when the Mecha stops moving after either the Flick or Launch action.

3. Draw Your Second Activation Card

Draw the next card from your team's Activation deck and place it face up in front of you. The drawn card will determine which Mecha you must activate next. As both teams' Mechas have 3 cards each in their Activation decks, this could be the same Mecha as before or a different one.

4. Take Actions

Just like during your first "Take Actions" step, you must perform either a Flick or Launch action with your Active Mecha. You may perform optional actions if possible. Once you have completed this step, your turn ends.

Taking Damage + Getting KO'd (Knocked Out)

Mechas may be Damaged in several different ways:

  • Landing outside the Play area: After a Mecha has been Flicked or Launched, any Mecha from either team that ends up outside the Play area, is Damaged. If it was Undamaged, immediately place it on its Depot. If it was already Damaged, it is KO'd (see below).
  • Being hit by an opposing Mecha: When an Active Mecha hits any Mecha(s) on the opposing team the hit Mecha(s) are Damaged. If any Damaged Mecha(s) also end up outside the Play area, they are Damaged twice and therefore KO'd (see below).
  • Using certain Power-up cards: Some of the Power-ups will let you damage opposing Mechas in certain ways. Always follow the instructions on the card fully.
  • Via specific rules in a Scenario: Some of the Scenarios will mention special rules that will result in Mechas taking damage. Always read the directions before playing, and make sure all players understand any special rules.

When an Undamaged Mecha is damaged, show it by flipping its Mecha card to its Damaged side. When a Damaged Mecha is damaged again, return the card to its Undamaged side, then place the Mecha next to the card to show that it has been KO'd. Do not worry though, it will come back soon!

If a Mecha triggers a general or Scenario-specific effect but ends its turn having taken Damage or being KO'd, the effects must still be resolved. Their sacrifice will not be in vain!

Each time an Active Mecha KO's a Mecha from the opposing team, the Active player draws a Power-up card and places it face up in front of them. If an Active Mecha is KO'd during their own turn, the opposing team draws a Power-up card, looks at it and decides which player gains it (if there are 2 players on the team). Note: in a 3-player game the single player must assign the card to the current turn's Turn Order token.

No matter how a Mecha was KO'd, the opposing team always draws a Power-up card.

KO'd Mechas are never out of commission for long. If you draw the Activation card for a KO'd Mecha, return it to its Depot and perform its activation as usual.

If the Depot is obstructed by another Mecha or another game element, place the returning Mecha on a White line as close as possible without moving the obstructing game element.

End of a Round

The round ends when both teams' Activation decks have run out and the Active player has taken their second action after drawing the second Activation card. At this point, each team shuffles their 12 discarded Activation cards forming a new Activation deck for the next round. All other game components remain in their current state.

You are now ready to begin a new round, starting with the player who holds the Turn Order token with the number 1.

End of the Game

The game ends immediately when one team has achieved their Goal stated on the Scenario sheet. That team is declared the winner, ruling Neemus for all eternity! Or at least until the next time you play...

Other Rules

Placing Objects on the Board

Whenever you need to place anything on the Game board, it must be placed in an empty space, not touching or moving any other game pieces (unless noted otherwise).

Dice

Some of the Scenarios use dice as a special component that serve different purposes depending on the Scenario.

If a die lands outside of the Play area, then the opposing team chooses where in the Play area to place it and what face it is showing.

Optional Rules

2nd Chance Rule

Don't you just hate it when it should be a simple flick but you still miss the Door or Hole and hit the wall? Or are you new to the world of flicking games and still getting the flick of things? Then this rule is for you!

If after Flicking or Launching the Active Mecha or a die, it did not go through a Door or a Hole and did not change the game state (hit another Mecha, bump into a die, etc.), you may place the Mecha or die back on its starting position and try again. However, you must keep your second Flick or Launch.

No Power-Ups Rule

If playing with younger kids, or even if playing for the first few times, you may use this rule to fully disregard the Power-ups. Keep them in the game box and, if a Scenario tells you to draw one or if you KO an enemy Mecha, just do nothing. This rule makes it easier to teach the game and grasp the game's basics.

Maximum Chaos Rule

With this rule, you may play Power-ups on the same turn that you draw them. Be warned: this optional rule can make some turns really crazy and maybe way too explosive!

Suggested Order of Scenarios and Mini Expansions

Opening the box of Iron Forest for the first time might be a bit overwhelming. Here is the order we suggest playing all the Scenarios as well as which expansions to add and when.

  1. Establishing a Network
  2. Data Mine
  3. Seismic Activity
  4. Misfortune Versus Favor
  5. Taking Ground, with or without the Loot Box mini expansion
  6. The Awakening
  7. Supply Run, with or without the Bombshell mini expansion
  8. Project Aegis
  9. Shutdown
  10. Mechaball
  11. Free For All
  12. ICECOOL + Iron Forest Mashup

Each Scenario sheet shows its own extra setup instructions and Goals for both teams, along with thematic flavor text and details on specific game elements.

Bombshell (Mini Expansion)

Iron Force has started producing bombshells — weapons similar to the ancient technology called a Proximity Mine — that are used in the conflict against the Animal Clans. But the Animal Clans managed to replicate this technology.

Components: 1 green Bombshell, 1 red Bombshell.

Additional Setup

Give each team the Bombshell in their color. Each team decides which one of their Mechas will control the Bombshell and place it above its Mecha card.

During the Game

Before or after Activating the Mecha controlling the Bombshell, the Active player may take one of two extra actions with the Bombshell using the regular Launch or Flicking rules:

  • They may Launch the Bombshell from the Lower level Box's Launch Area where the Mecha controlling the Bombshell is located. If the Bombshell did not hit an enemy Mecha, they may Flick it a second time from its new position.

or

  • They may place the Bombshell near the Mecha (touching it) controlling the Bombshell and Flick it. If the Bombshell did not hit an enemy Mecha, Flick it again.

If the Bombshell hits an enemy Mecha: the Mecha is Damaged. If it already was Damaged, it becomes KO'd (opposing team draws a Power-up as usual). Only the first enemy Mecha hit is Damaged.

If, after being Damaged by a Bombshell, an enemy Mecha is not KO'd, its team chooses any 3 Boxes and the Active player places the Damaged Mecha anywhere they want (without moving or touching any other pieces) in any of those Boxes. After activating the Bombshell (whether a Mecha was hit or not), the Active player places it next to their team's Activation deck. It may not be used again this round.

At the beginning of the next round, if the Bombshell was used in the previous round, each team chooses which Mecha will carry it this round and places it above that Mecha's card. If it hasn't been used, it stays above the Mecha card where it currently is.

The Bombshell mini expansion can be used with every Scenario and game mode except the Free For All game mode.

Loot Box (Mini Expansion)

Have you ever wondered where all the Power-ups come from? Well, from these Loot Boxes that the Animal Clans and Iron Force keep finding, of course!

Components: 1 green Loot Box (Animal Clans), 1 red Loot Box (Iron Force).

Additional Setup

Before you start the game, each team takes the opposing team's Loot Box and places it in any empty space on the board.

During the Game

If an Active Mecha hits its team's Loot Box, the Loot Box is removed from the game, the Active player draws 2 Power-up cards and gets an extra Flick or Launch action with the Active Mecha.

The Loot Box mini expansion can be used with every Scenario and game mode except the Free For All game mode.

Free For All (Teamless Game Mode)

A huge satellite fell from the sky, causing all the Mechas to start glitching and stop following team commands. It's almost like they have their own personal agendas.

This game mode may be played by up to 8 players. There are no teams — everyone plays individually. Each player receives 8 tasks on 2 cards that they have to complete before all other players to win the game.

Setup Changes

This game mode does not use Scenario sheets, Power-ups, Activation cards or Turn Order tokens, so return them to the game box.

Each player chooses any one Mecha figure and its Mecha card. Note: the Mechas' team does not matter for this game mode.

Distribute Objective markers, dice and Foothold markers on the Upper and Lower level boards as shown on the Free For All setup diagrams. Note: It does not matter which die faces are showing.

Shuffle the two decks (A and B) of Free For All cards and deal each player 1 card from each deck. Each player places them next to their Mecha card so that the first task of each card is on top (A1 and B1).

Example tasks include cards such as A1 ("Your active Mecha must pass through Door 1.") and B1 ("Your active Mecha must end its activation in Box 1."), each also carrying a secondary condition such as hitting another Mecha.

The player who most recently played ICECOOL is the starting Active player. If no one has played ICECOOL, decide randomly.

During the Game

The starting player takes the first turn and then players take turns clockwise. At the start of their very first turn in the game the Active player places their Mecha on the Objective spot in the Animal Clans Depot Box and then takes their turn. On each subsequent turn, the Active player Activates their Mecha from its current position.

A player's turn consists of one Flick or Launch action. If the Active player's Mecha hits a die during its Activation, that player may immediately Flick it or Launch it.

Players continue playing this way until one player has completed all of their tasks with their Active Mecha. During their turn, players may complete a maximum of 2 tasks (each top task on their two cards).

Each card requires 4 tasks to be completed in ascending order, 1–2–3–4. Once a player completes task 1 or 3 on their card, they turn it 180 degrees. When they complete task 2 on a card, they flip it over to show task 3 on top. When a player completes task number 4, they discard that card.

The first player to complete all of their tasks (discard both task cards), triggers the end of the game. Play continues until all players had an equal number of turns. All players who completed all their 8 tasks win.

Mechas' special ability cards (see below) cannot be used in the Free For All game mode.

Mecha Special Ability Cards (Mini Expansion)

As the conflict continues, both sides develop special technologies that give each Mecha a unique ability.

Additional Setup

Place each Mecha's special ability card under their respective Mecha card so that the ability text is visible.

During the Game

Mechas' special abilities may be used as written on their ability cards.

4 Animal Clans Mecha special ability cards

  • BBIT: When BBIT KO's an Iron Force Mecha, the Active player may take a Power-up card of their choice from the discard pile (instead of drawing one).
  • BUBO: After taking a Launch action with BUBO, the Active player may place another Animal Clans Mecha from the Box where BUBO was Launched from next to BUBO (touching it).
  • HOWLER: Before a Flick or Launch action with HOWLER, the Active player may choose an Iron Force Mecha. If HOWLER hits that Mecha during that action, it becomes KO'd.
  • SPIKE: Any Iron Force Mecha that hits SPIKE takes damage.

4 Iron Force Mecha special ability cards

  • SHI3LD: When any other Iron Force Mecha inside the same Box as SHI3LD would take damage, the Iron Force team may decide to damage SHI3LD instead. Taking damage this way can never KO SHI3LD.
  • DRON3: Before Activating DRON3, the Active player may look at the top 2 cards of the Iron Force Activation deck and place both back on the top or bottom of the deck in any order.
  • CHAS3R: When CHAS3R KO's an Animal Clans Mecha, the Active player may take a Power-up card of their choice from the team (instead of drawing one).
  • WH33L: When WH33L is the Active Mecha and hits an Animal Clans Mecha, the Active player may reposition any or all Mechas inside WH33L's Box within the main area of the Box.

Solo Mode

You will be playing against a simulated opponent in one of the 9 Scenarios compatible with this mode.

You may play solo or cooperatively. If you play cooperatively, you must alternate turns playing on the same team, but you are still counted as a single player for all game mode purposes.

Pick a Scenario and which team you want to play (Note: You cannot pick Scenarios Mechaball and ICECOOL + Iron Forest Mashup). Take the Solo Mode card for that Scenario and turn it to the side showing the team you did not choose.

Set up as normal, except do the extra Scenario setup (Foothold markers, dice, Objective markers, etc.) only for your team. Ignore the extra Scenario setup for the other team.

Your team always starts the Scenario (even if the Scenario sheet states otherwise).

You have 2 rounds to achieve your Scenario Goal, but you may also keep your own leaderboard to keep track of how many activations it takes you to win each Scenario — the fewer, the better.

Your simulated opponent will not have Power-ups, but you start with 3 and gain more later as you normally would.

While playing, whenever a die (yours or the opponent's) shows its lowest or highest face, you must reroll it and place it back to where you picked it up from.

If a die leaves the Play area for any reason other than its intended Scenario effect, since there is no opponent to place it back on the board, it is instead placed back to where it was before the Flick, showing the same face value if possible. If not possible, roll the die and place it with the rolled face value (rerolling its lowest or highest face).

Your simulated opponent is controlled by the following rules and the Solo Mode card corresponding to the chosen Scenario. Each Solo Mode card prints its own target-Box algorithm and any Scenario-specific die, marker, or objective handling that the simulated opponent follows; check the card for the Scenario you are playing.

You play your turn like you normally would (drawing 2 Activation cards and activating 2 Mechas), after which you will draw 2 Activation cards for your simulated opponent.

Opponent Activation — Move

When you draw an opponent Activation card, it will tell you which Mecha to activate. Then, follow the instructions on the Solo Mode card to see where this Mecha moves. Move the Mecha by placing it in its target Box inside the main area (area surrounded by White lines) but not touching any other game components. If there are multiple target Boxes, you choose in which to place the Mecha.

If its current Box fulfills the given requirements, it must be picked as the target Box.

When moving and attacking, if there are multiple choices available, you must decide among those.

Opponent Activation — Attack

After moving the opponent Mecha, if any of your team's Mechas are in its target Box, the opponent will try to make an attack.

Select a valid target based on the Solo Mode card, then roll any 1 unused (not on the Play area) die to see if the attack was successful. Results showing the opponent's lowest or highest face count as misses. Results of the remaining faces count as a hit and the target Mecha becomes Damaged or KO'd if it already was Damaged.

If you reach your Goal in 2 rounds, you win. Otherwise, the opponent wins. You won? Great! But can you do it with fewer Activations?

FAQ

Power-Up Cards

Barricade Q: May it be placed in a Door that has an Objective marker on it? A: Yes! Just move the Objective marker to the side.

Sabotage Q: What if the Mecha gets KO'd before it gets Activated? A: It will still retain Sabotage. And since that Mecha starts its Activation outside the Play area, outside counts as its "starting Box". It will just get Damaged once from the Sabotage card.

Proximity Mine Q: May it be placed on top of a Hole on the Upper level or right next to a Mecha? A: Yes! You may place it anywhere as long as the card lies flat, is inside the Play area, and its placement does not change the position of other game pieces.

Special Situations

White Lines on the Board

If the Active Mecha is between (not touching the White line) a White line and a Box wall before Flicking it, it may be moved to the closest free point on the White line in its current Box. Other items, such as dice, may also be moved, if required, right before Flicking them. Make sure to place the Mecha or object centered on the line, and remember — Doors are also a part of the wall!

Getting Stuck in a Door

A Mecha must go completely through a Door in one move in order to claim an Objective marker, complete a task, or trigger a Scenario objective. If even a small part of the Mecha remains in the Door frame (when viewed from above), it has not passed through the Door completely.

A Mecha stuck in a Door may be moved to the nearest White line on its next Activation and may then be Flicked completely through. If it can be seen on both sides of the Door when viewed from above, then it may be moved to either White line in the two Boxes.

Accidentally Changing the Game State

If any player accidentally bumps into the table, flicks the wrong piece, etc., place the disturbed pieces back where they were before the accident (as close as possible).

The latest FAQ and Special Situations are kept up to date on the publisher's website.

Glossary

  • Activate / Activation — Interaction with the Active Mecha. This may be either a Flick, a Launch, or a Scenario-specific effect.
  • Activation card/deck — Each team has its own deck containing Activation cards used to determine the Active Mecha.
  • Active Mecha — A Mecha taking its Take Actions step, triggered either by its Activation card or by another game effect.
  • Active player — The player who is currently taking their turn.
  • Animal Clans — The player or team that controls Animal Clans Mechas and attempts to complete Animal Clans Goals.
  • Box — A section of the Play area fully surrounded by walls, including Doors.
  • Collect — Go through Doors and take Objective markers off them in the Free For All game mode.
  • Damage — Whenever a Mecha receives damage, flip its Mecha card to the Damaged side. If the card is already on its Damaged side, the Mecha is KO'd.
  • Damaged — A Mecha is Damaged by either being hit by the opposing team's Active Mecha, or by special game elements that state so.
  • Die/Dice — Some Scenarios use dice for different purposes.
  • Depot — A position on the Play area that is marked for Mecha placement. Each Mecha has its own Depot.
  • Door — An opening in the wall of a Box.
  • Enemy — Any game element owned by the opposing team to the Active player.
  • Flick — Main action performed to move the Active Mecha or a die around the Play area.
  • Foothold marker — Used for marking objectives, control etc. during Scenarios.
  • Friendly — Any game element owned by the same team as the Active player.
  • Goal — Summary of the team's objectives that must be completed to win a Scenario.
  • Hit — Whenever one game element bumps into another game element.
  • Hole — An opening in the floor of an Upper level Box.
  • Inside the Box — Game elements may be fully or partly inside a Box. They may be inside two Boxes at the same time, if they are in a Door and parts of them are visible in both Boxes when viewed from above.
  • Iron Force — The player or team that controls Iron Force Mechas and attempts to complete Iron Force Goals.
  • KO'd (Knocked out) — If an already Damaged Mecha is damaged again, it is KO'd. Its Mecha card is flipped to the Undamaged side, and the Mecha is removed from the Play area and placed on its Mecha card. If there are any dice on this card, they remain there. At the beginning of its next Activation, the Mecha is placed on its Depot.

Quick Reference

Round Summary

Each round consists of players taking consecutive turns Activating 2 Mechas.

Player's Turn

  1. Draw your first Activation card — Draw the top card from your team's Activation deck to determine the Active Mecha.
  2. Take actions — One main action (Flick action or Launch action). Optional actions — play a Power-up or use a Scenario-specific action.
  3. Draw your second Activation card — Draw the top card from your team's Activation deck to determine the Active Mecha.
  4. Take actions — One main action (Flick action or Launch action). Optional actions — play a Power-up or use a Scenario-specific action.

End of a Round

The round ends when both teams' Activation decks have run out and the player has taken their action after drawing the second Activation card. Each team shuffles all their Activation cards, forming a new Activation deck for the next round. Begin a new round, starting with the player who holds the Turn Order token with the number 1.

End of the Game

The game ends immediately when one team has achieved the Goal that is stated on the Scenario sheet. This team wins.

Taking Damage and Getting KO'd (Knocked Out)

Mechas may be damaged in several different ways:

  • Being Hit by an opposing Active Mecha
  • Using certain Power-up cards
  • Landing outside the Play area
  • Via specific rules in a Scenario
  • Being Hit by the Bombshell

When an Undamaged Mecha is damaged, flip over its Mecha card to its Damaged side. When a Damaged Mecha is damaged again, return the card to its Undamaged side, then place the Mecha next to the card to show that it has been KO'd. The opposing team draws a Power-up. At the start of this Mecha's next Activation place it on its Depot.

Symbols

The back of the rulebook keys the icons used throughout the Scenario sheets and cards: Iron Force, Animal Clans, Iron Force Foothold marker, Animal Clans Foothold marker, Neutral Foothold marker, Iron Force die, Animal Clans die, Animal Clans or Iron Force die, Iron Force Objective marker, Animal Clans Objective marker, and Neutral Objective marker.

Credits

  • Game design: Brian Gomez
  • Illustrations: Reinis Pētersons
  • Game development: Reinis Butāns, Jānis Grunte
  • Visual designs and layouts: Jānis Upītis, Oskars Veilands, Andrejs Timofejevs, Gunta Ermansone
  • 3D sculpting: Andris Fišers
  • Additional 3D sculpting and engineering: Juris Kļava, David Yakos
  • Rulebook editing: Lines J. Hutter
  • Proofreading: Michael Fox, Nicole Amato
  • 3D animation: Uģis Albiņš
  • Project manager: Agnese Freimane
  • Dized tutorial: Artūrs Perepjolkins

Special thanks to: Jeffrey Zhou, Jānis Tilaks, Brain Games playtesting attendees, Essen Spiel 2021 attendees, Jānis Bernāns, Sabīne Riseva, Jānis Pinkulis, Uldis Žimants, Imants Priedītis, Brandan Parsons, Nathan McKeehan, Jonathan Ritter-Roderick, and of course all the amazing backers that made this project a reality.

© 2023 Brain Games Publishing SIA, Bruņinieku 39, Riga, LV-1001, Latvia.

Why Mechas?

We always saw ICECOOL as a family game, but then it went on to win all those children's game awards. We felt that as a result, many adults would miss out on this enjoyable flicking game. So, why is the next game in the ICECOOL universe about mechas, a flying city, and numerous scenarios? We wanted to create a game with the same entertaining flicking core but with enhanced gameplay, if you will. Interestingly, the theme was the first thing that came to be, and the mechanisms followed. We hope you enjoy playing Iron Forest as much as we enjoyed creating it.

Brian Gomez consists of four people. Here's a comment from each one of them.

Egils Grasmanis: After the success of ICECOOL, it was clear that we needed a game that speaks geek and expands the limits of thinking out of the box even more.

Edgars Zaķis: I've always loved animals as main characters, therefore Iron Forest was very fun to develop. Mechanical rabbits shooting missiles — I mean, how cool is that?

Reinis Butāns: I was super excited to try and build a whole new sci-fi world where we may set all the rules and concepts. It was fun to see how far we could expand the base mechanisms of ICECOOL. My biggest inspiration for the overall mood for the game came from Horizon Zero Dawn.

Jānis Grunte: This game was a way to let my inner child out (my wife would say it is also the outer child) and geek out about a few of my favorite things: sci-fi, anthropomorphic animals and mechas. The biggest influence for me have been Ghibli Studios anime, Pacific Rim and Planet of the Apes.

  • Launch — Main action performed with the Launcher. Take the Active Mecha, place it in the Launcher's bucket, place the Launcher in the Launch Area, pull back and hope it lands where you want it to.
  • Launch Area — Area outside of the Box that a Mecha is taken out of to be Launched. The Launch Area stretches away indefinitely, however on the sides it ends at the extension of the Box's edges.
  • Launcher — The device that is used as an alternative to Flicking a Mecha. The Launcher may only be used to Launch Mechas taken from Lower level Boxes that have a wall with no adjacency to other Boxes (i.e. the 4 Boxes on the outside). The Launcher must be placed outside the Box from which the Mecha was removed but inside that Box's Launch Area. The Mecha is placed inside the Launcher's bucket and then Launched by it. If the launched Mecha does not land inside the Play area, the Mecha suffers Damage and — if it is not KO'd — is returned to its Depot.
  • Lower level — The five Boxes that assemble the Play area on the surface of the table.
  • Main area — Area inside of each Box that is enclosed by a White line.
  • Mecha — Mechas are the figures that are Flicked and Launched during the game. They are affiliated with either Iron Force or Animal Clans.
  • Neighboring Box — A Box physically adjacent to another Box, not necessarily connected by a Door.
  • Objective — A step that needs to be completed to progress your team towards attaining their Scenario Goal.
  • Objective markers — Little green clips belonging to Animal Clans, red clips belonging to Iron Force and white clips that are Neutral. Used for marking Scenario Goals and objectives.
  • Objective spot — The round white and blue bordered circle in each Box.
  • Play Area (Game board, board) — The region comprised of 7 Boxes (Lower level and Upper level).
  • Player order — The order in which players take turns during the game. This is decided during setup and shown by the Turn Order tokens designated to the players. All odd-numbered players make up one team, while all even-numbered players make up the other team.
  • Player turn — During their turn, the Active player Activates Mechas, performs optional actions, uses Power-ups, etc.
  • Power-up — A card-based ability that may be used as an optional action by the Active player during their turn if they hold the card. Power-up cards are kept face up in front of their owner. After use, place it in the Power-up discard pile. You may play any number of Power-up cards in your turn, but not Power-up cards you gained this round.
  • Power-up discard — Whenever a Power-up is used, place it in the Power-up discard pile. This pile is reshuffled and used as a new deck when the Power-up deck runs out of cards.
  • Redeploy — Taking a Mecha from its card and placing it on the matching Depot in the Play area.
  • Repair — Flipping a Mecha card from its Damaged side back to its Undamaged side.
  • Round — During a round, players alternate turns in Player order until all Activation cards have been drawn from both teams' decks or a team completes its Scenario Goal. When a round ends, all Activation cards are shuffled to form new Activation decks. The next round begins starting with the player who holds the Turn Order token with the number 1.
  • Scenario sheet — Each Scenario sheet shows extra instructions for setting up the game, and Goals for both teams that may be split into multiple objectives. There will also be thematic flavor text as well as details on specific game elements.
  • Undamaged — Mecha that has not received damage and whose card is not flipped to its Damaged side.
  • Upper level — The two Boxes held up by plastic risers.