Rules for Blotto's War
The Board

After a long and heated dispute, Colonel Blotto (Blue) and his Arch-Nemisis General Destro (Red) have been left with no choice - all out war. Seeing red, the two commanders march their warmachines to the field - placing their extensive fortifications in front of each of their capitals. With a small neutral zone between them, the war begins!

Goal: To capture territories ( the intersections on the grid ) in order to create a path from your territory to the opposite end of the board. (see example 1).

Example 1

Blue Wins!

Blue doesn't win - no pathway from blue to the other end of the board!

The Play:Turns are taken simultaneously. Each turn the players are given four new recruits. These recruits can be placed in any territory on the board that is either adjacent to that players territory or in a territory that already belongs to that player. Once a recruit is placed in a territory it remains there for the remainder of the game or until killed. Play sequence is as follows:

  1. Players write down (in secret) where they wish to place their four new recruits.
  2. Players reveal the positions of the new recruits to each other. If two players attempt to occupy the same territory, then the player who places less forces in that territory is completly destroyed with the territory being awarded to the player with superior numbers. The winning player of such a conflict does not suffer casualties In the event of a tie, both players forces are destoryed and ownership of the territory remains unchanged. If a player places forces in a neutral or enemy territory that is undefended, they gain ownership of that territory.
  3. Update the number of forces in each position on the board to reflect the results of the players moves. At this point, if either player has a path from their end of the board to their opponents end of the board, they are declared the winner provided their opponent does not also have such a path created. In the event both players complete a path at the same turn, play continues until such time as only one player has such a path. (See Example 2).
Example 2

At end of turn, neither side is winning.

At the end of the next turn, Blue's line is broken, leaving red as the winner.