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One Page War

One Page War Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • The Game Sheet
  • On Your Turn
  • Game End and Victory
    • Tiebreaker
  • Powers
    • Powers Explained
  • Team Mode
    • Setup
    • Rules Changes
      • Shared Dice Rolling
      • Shared Arena Powers
      • Shared Victory
  • Solo Mode
    • Rules
      • Entering a Number for the AI
      • AI Using Arena Powers
      • AI Stars
    • End of Game

Components

  • The game sheet
  • One standard dice (six sided, D6)
  • Pencil and eraser

Just one pencil is better than two, as it makes it easier to track whose turn it is.

Setup

Place a fresh (empty) Game Sheet on the table, together with the pencil, eraser and dice. Both players roll the dice, and the highest roller decides who takes the first turn.

The Game Sheet

Each Arena on the sheet shows the Arena name, a row of squares on each player's side, a set of small white tick boxes, and the Arena's Power.

On Your Turn

  1. Roll the dice. Place it on the dice space on your side of the sheet. To keep track of who last rolled the dice.*
  2. Enter the number rolled into a square on your side of the Game Sheet. Optionally, also use a Power.**
  3. Pass the pencil to the other player.
  4. The other player enters the number rolled into a square on their side of the game sheet. They may not enter the number into the same Arena as you did. The only exception is if all other Arenas are already completely filled in, then the player must write in one of the remaining empty squares, even if it's the same Arena. Optionally they may also use a Power.**
  5. The other player starts the next turn.

* If you prefer, place the dice on your side of the Arena you intend to write in instead. Only the player who rolled the dice should do this.

** Powers are described on the rightmost column of this sheet.

Game End and Victory

When all squares have been filled with a number, the game ends. Check who won each Arena by comparing the number combinations.

The combinations are ranked from highest to lowest as follows:

  1. Five of a kind: five of the same number
  2. Four of a kind: four of the same number
  3. Three of a kind: three of the same number
  4. Straight: all numbers form a sequence. For example 1,2,3 or 3,2,1 in an Arena with 3 squares. They do not have to be entered in order.
  5. Two pairs: two pairs of matching numbers, for example 1,1,2,2.
  6. One pair: one pair of matching numbers, for example 1,1.
  7. Nothing: the number combination has none of the above criteria.

The player who has the highest ranking combination wins the Arena. Five of a kind wins over Four of a kind for example, and straight beats two pairs.

Tiebreaker

If two players have the same combination, the player with the highest sum of numbers in their combo wins the Arena. If one player has 1,2,3 and another has 3,4,5 for example, the latter player wins as they have higher numbers in their combo. If both players have the same numbers in their combo, the sum of any remaining numbers breaks the tie. 1,1,6 beats 1,1,2 for example.

If the players have the same exact numbers the Arena is considered tied.

The Player who has won the most Arenas wins the game. If the players have won the same number of Arenas the game is tied. Time for a rematch!

Powers

A player who has filled in all squares in an Arena has access to using the Power specified in that Arena. Players can use up to one Power when it's their turn to write, and each Power can be used in any Arena. Players may only alter numbers on their own side of the Game Sheet.

When using a Power, tick one of the small white boxes in that Arena on both your own and the other player's side of the Arena.

When all the white tickboxes in an Arena have been ticked off, the power can no longer be used.

This means you can deny another player access to a power by ticking off all the boxes.

Powers Explained

  • Armored support: Erase one of your numbers then write in a number that is one higher or lower. Note that you may use this to turn a 6 into a 7 (and a 7 into an 8 and so on). You cannot turn a 1 into a 6.
  • Air raid: Erase one of your numbers and replace it with the number on the dice. May not be used on an empty square.
  • Redeployment: Switch two numbers that are in adjacent arenas. You may for example swap a number from Air with a number from Land or Sea as they are adjacent.
  • Allies: Write a big "S" in the middle of one Arena. In this Arena only, Straight is the highest ranked combination, beating Five of a kind and every other combination.
  • Stolen Intel: Instead of writing the number showing on the dice, write a number matching a number in one of the other player's squares in the same Arena.

Team Mode

In Team mode four or more players can play One Page War together in two teams facing against each other using several sheets. The players on each team roll one dice for each player, then distribute the dice as they see fit. Players may also use each other's unlocked powers. The team that can best utilize these changes to the game are likely to get the edge and win the war.

Setup

Team mode can be played with any even number of players, but it's recommended to have all players seated around the same table, so it might be hard to play with more than 8 players unless you have access to a very large table.

Divide the players into two teams seated on opposite sides of the table. Every player will play against one opponent sitting across from them. Place a sheet, a pencil and a dice between each set of opponents. You will have several parallel games of One Page War going on at the same time, with some rules that bind the games together.

Rules Changes

Each set of opponents play a game of One Page War simultaneously following the normal rules, except these changes:

Shared Dice Rolling

The players on one team will be the first players across all sheets. Play must be synchronized so that dice rolling happens at the same time for everyone on the team. After all players on the team have rolled their dice, the players may either use their own dice or swap dice with one of the other players on their team, if they agree to do so. It's likely there will be no swapping the first few turns, then it will happen more frequently as the game progresses and players need more specific numbers to win their arenas.

After determining who gets each dice, players will then place their dice on their sheet and enter their number as normal. Once all players on the team have entered their number and used any powers, play passes to the opposing team.

The players on the opposing team must play like in the two player game, entering the same number as their opponent but not in the same Arena. The opposing team may not swap dice. Once the opposing team is all done entering numbers and using powers, the next round begins. It's now the other teams turn to roll and assign the dice between them. Play keeps alternating between the teams just like it alternates between the players in the standard 2-player game.

Shared Arena Powers

When a player ticks off an Arena power on their sheet, they may let another player on their team use the power instead of them. The limitations from the standard game still apply, each player may only tick off one power per turn. Also a player cannot use more than one power per turn, the team cannot for example give a player two powers in one turn, and they may not both use one of their own powers and a gifted power in the same turn.

Shared Victory

The winning team is the one that wins the most Arenas across all sheets combined. In a 6-Player game for example one side would need to win 8 of the 15 Arenas to win. In the event of a tie, check each sheet individually to see who would have won in a 2-player game. If one team wins more sheets than the other, they break the tie and win.

Solo Mode

In the solo mode the player will play just like in the normal game, and also manage a simple AI opponent.

Rules

The human player goes first every round, this is different from the main game where going first alternates. After completing their turn, the player must also manage the AI turn.

Entering a Number for the AI

You must write a number that is one higher than what the dice shows for the AI into one of the squares on their side of the sheet. If the dice shows a 6 for example you will write a 7. As in the normal game, they cannot write into the same Arena as the player, unless it's the only space with empty squares available. Abiding by that rule the ai will pick an arena to write their number in accordingly:

  • The Ai will write into the arena that contains the most of the same number already. If they're entering a 7 for example, they'll pick the Arena with the most sevens.
  • If several arenas are tied, or no arena has the number, pick the arena the AI has the most numbers entered into.
  • If still tied, pick the leftmost of those arenas (leftmost of the human player).

AI Using Arena Powers

Once the AI gets access to an arena power, they must tick it off immediately, and keep ticking it every turn until all boxes have been ticked off. Just like the player the AI can only tick one box per turn. If several arena powers are available the AI will pick the leftmost one. The ai will not use the arena powers, they only tick them off (blocking the player from using them).

Instead of the arena powers the ai has their own special rule:

AI Stars

The first time the AI ticks off a box in each arena, they will replace one of the numbers in the same arena with a star. Pick the number to replace that will give the AI the highest possible scoring. The star counts as any number for winning the arena. By the end of the game there could be up to one star in each arena.

End of Game

The game ends just like the regular game, the AI wins if they have won more arenas than you. If tied, the AI wins!