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Official B-Grid: Fortress Run rules
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B-GRID FORTRESS RUNS
A Solo Card-Driven Wargame | 1 Player | 30–45 Minutes | Ages 14+
The flak is thick and the mountains are close. You are the pilot, bombardier, and navigator of a lone bomber threading through hostile terrain to destroy enemy fortifications. Every card in your hand is a decision — climb to safety or dive for the kill shot. Strafe the guns that are tracking you or save your ammunition for the bombing run. The deck is your fuel. When it runs out, so does your mission. One standard deck of 54 cards. One sheet of paper. One pencil. That is all you need.
COMPONENTS
- 1 standard deck of 54 playing cards (52 cards + 2 Jokers)
- 1 sheet of graph paper or blank paper
- 1 pencil
- 1 bomber token — any small object with a clearly defined front, such as a corner torn from your sheet of paper, a chess piece, a meeple, or an arrowhead folded from scrap. The pointed end represents your nose and indicates the direction you are facing.
SETUP
Draw the Board Draw a 10×10 grid. Label columns A–J (left to right). Label rows 1–10 (top to bottom). Row 1 is the northern edge. Row 10 is the southern edge.
Make Your Bomber
Tear a small triangle from the corner of your paper. This is your bomber. The pointed end is your nose — it shows which direction you are facing. Any small object with an obvious front side works.
Track Your Status
In the margin of your paper, write
- ALT: 4 (your current altitude)
- DMG: 0 (your current damage)
Update these with your pencil as they change during play.
Column Mapping
Cards map to columns using this system
- Ace = Column A
- 2–10 = Columns B–J
- Face cards and Jokers = Special (see Entry rules)
A player aid with this mapping is recommended.
Place Mountains
Draw two cards from the deck. Map each to a cell using the column mapping above and the card's rank for the row (Ace = row 1, 2–10 = rows 2–10, Face = redraw). These two cells are the start and end points of a mountain ridge. Draw a straight line between the centers of these two cells. Any cell the line passes through is a mountain. Mark those cells with a triangle or "M." For a harder game, draw additional pairs of cards to create multiple ridgelines. Return all cards used for mountain placement to the deck.
Place Targets
Bunkers (6): Draw 6 cards. Map each to a cell. Mark with "B." If a card maps to an occupied cell or a mountain, place the bunker in the nearest open cell (ties shift left, then up). Artillery (4): Draw 4 cards. Map each to a cell. Mark with "A." Same placement rules as bunkers. Return all cards used for target placement to the deck.
Prepare the Deck
Shuffle all 54 cards to form the draw deck. Place it face down.
Choose Difficulty
| Difficulty | Starting Health |
|---|---|
| Rookie | 8 |
| Veteran | 7 |
| Ace | 6 |
Record your starting health on paper.
TURN STRUCTURE
Each round consists of two phases:
- Player Phase — Draw cards, take actions. 2. Automa Phase — Enemy artillery fires and repositions.
Player Phase
Draw up to a hand of 5 cards from the deck. Play up to 2 cards from your hand as actions. Then discard played cards. Exception: The King (Resupply) does not count as an action. The 9 (Throttle) paired with a movement or altitude card counts as both of your actions — your turn ends immediately after resolving it.
Automa Phase
See Enemy Phase below.
CARD ACTIONS
Movement — 2, 3, 4, 5 The card's value equals your movement points for that action.
- 1 point = 1 cell forward in the direction you are facing. Move your bomber token forward one cell.
- 1 point = 1 turn (90°) in place. Rotate your bomber token left or right.
- You may spend points in any combination of moves and turns.
- No diagonal movement. No backward movement. No lateral movement without turning first.
- You must move at least 1 cell forward when playing a movement card.
Mountain collision: You cannot enter a mountain cell below altitude 4. If your path is blocked, stop in the cell before the mountain. Remaining movement points are lost.
Guns — 6
Strafe one artillery target.
- Target must be in your row or column (Line of Sight), within 3 cells.
- You must be at altitude 0–4.
- Reveal the top card of the deck:
- Red (hearts/diamonds): Destroy the artillery (altitude 0–3) or suppress it (altitude 4).
- Black (clubs/spades): Miss.
- Discard the revealed card.
- Guns have no effect on bunkers.
Bombs — 7, 8
Bomb one target directly below you.
- Your bomber token must be on the same cell as the target.
- Reveal the top card of the deck:
Low altitude (0–2)
- Red = Hit. Target destroyed.
- Black = Near miss. Target survives. Mark the cell with a crater.
High altitude (3–5)
- Hearts = Hit. Target destroyed.
- Diamonds = Near miss. Mark crater.
- Clubs/Spades = Miss. No effect.
Chain Bonus: If the target cell is adjacent (orthogonal) to a previously destroyed target, improve the result by one band (miss becomes near miss, near miss becomes hit). Crater Bonus: If the target cell already has a crater, improve the result by one band. Chain and crater bonuses do not stack. Maximum one improvement per reveal. Discard the revealed card.
Throttle — 9
Boost a movement or altitude card.
- Play the 9 paired with one movement card (2–5) or one altitude card (10, J, Q).
- Add +2 to the paired card's effect.
- Playing a Throttle ends your turn immediately. No second action.
| Paired With | Result |
|---|---|
| 2–5 (Move) | +2 movement points |
| 10 or J (Alt ±1) | Becomes ±3 altitude |
| Q (Alt ±2) | Becomes ±4 altitude |
Altitude — 10, Jack
Change altitude by 1.
- Red (hearts/diamonds): Climb +1.
- Black (clubs/spades): Descend -1.
- Color locks direction. No choice.
- Altitude range is 0–5. If the card would push you past either limit, the card cannot be played.
Altitude — Queen
Change altitude by 2.
- Red: Climb +2.
- Black: Descend -2.
- Same rules as 10/J. Cannot exceed altitude 0 or 5.
Resupply — King
Cycle your hand.
- Discard the King. Draw 1 card from the deck.
- The King does not count as an action. Play it before, during, or after your actions.
- You may play multiple Kings in a single turn.
Precision Bomb — Ace
A perfect bombing run.
- Your bomber token must be on the same cell as the target.
- Works at any altitude (0–5).
- Reveal the top card of the deck:
- Red: Hit. Target destroyed.
- Black: Near miss. Mark crater.
- Chain and crater bonuses apply.
- Discard the revealed card.
Wild Card — Joker
The Joker is truly wild.
- When you play a Joker, choose any card value and any color (red or black). The Joker becomes that card for all purposes.
- When the Automa reveals a Joker: miss, no artillery movement. Discard it.
ENTRY AND RE-ENTRY
The same procedure is used every time the bomber enters the board, including the very first time.
Reveal the top card of the deck
- Ace through 10: Enter row 1 of the corresponding column (Ace = A, 2 = B, ... 10 = J). Place your bomber token in that cell pointing south.
- Face card or Joker: Choose any column. Place your bomber token in row 1 of that column pointing south. Take 1 damage.
Mountain check: If your entry cell contains a mountain and your altitude is below 4, shift to the nearest column whose row 1 cell has no mountain. Ties shift left. Starting altitude: 4 on your first entry. On re-entry, your altitude is whatever it was when you exited. Discard the revealed card.
EXIT
Moving forward off any edge of the board exits the map. Remove your bomber token from the grid. Your movement ends. Unspent movement points are lost. While off-map, you cannot be targeted and cannot take actions. You re-enter on a future turn using the Entry procedure.
ALTITUDE
Altitude ranges from 0 (ground level) to 5 (maximum ceiling). Update your ALT tracker in the margin when altitude changes. Altitude
| Effects | 0–2 |
|---|---|
| Low. Best bombing accuracy. Artillery has long range against you. | 3 |
| Mid. Reduced bombing accuracy. Artillery range shrinks. | 4 |
| High. Mountains are passable. Guns suppress instead of destroy. | 5 |
Ceiling. Cannot fire guns. Artillery can only hit if adjacent.
LINE OF SIGHT (LOS)
- LOS exists along shared rows and columns only. No diagonal LOS.
- Range = number of cells between shooter and target (not counting either occupied cell).
- Mountains block LOS. Any mountain cell in the path breaks the line. Altitude does not matter.
- Same cell = automatic LOS. Range 0.
ENEMY PHASE (AUTOMA)
After the Player Phase, resolve the Automa Phase. If the bomber is off-map (token removed from grid), skip the Automa Phase entirely.
Step 1 — Reveal
Reveal the top card of the deck. This is the Automa card. Joker: Miss. No movement. Discard. Phase ends.
Step 2 — Fire
Check if any Ready (non-suppressed) artillery has LOS to the bomber and is within range. Artillery range = 4 minus the bomber's current altitude. Minimum range is 1. At altitude 5, artillery can only fire if adjacent (range 1). Bomber Altitude
| Artillery Range | 0 |
|---|---|
| 4 cells | 1 |
| 3 cells | 2 |
| 2 cells | 3 |
| 1 cell | 4 |
| 1 cell | 5 |
| Adjacent only (1 cell) | If at least one artillery qualifies, resolve the Automa card suit: |
| Suit | Result |
|---|---|
| Hearts | Miss. 0 damage. |
| Diamonds | Graze. 1 damage at altitude 0–3. Miss at altitude 4–5. |
| Clubs | Hit. 1 damage. |
| Spades | Hit. 1 damage. |
Saturation cap: The bomber takes a maximum of 1 damage per Automa Phase, regardless of how many artillery have LOS.
Step 3 — Move
Any Ready artillery that did NOT have LOS or range moves using the same Automa card: Suit
| Movement | Clubs |
|---|---|
| Move 1 cell toward the bomber (shortest Manhattan path). | Spades |
| Move 1 cell toward the nearest surviving bunker (shortest Manhattan path). | Hearts |
| Hold position. | Diamonds |
| Hold position. | • Artillery cannot enter mountain cells. |
- If the direct step toward the target is a mountain, hold position instead.
- If tied for nearest bunker, move toward the one in the lower column letter. Same column, lower row number.
- When all bunkers are destroyed, Spades = hold position.
Step 4 — Suppression Recovery
Any suppressed artillery returns to Ready status. They took no action this phase.
Step 5 — Discard
Discard the Automa card.
SUPPRESSION
When guns (6) score a red result against artillery at altitude 4, the artillery is suppressed instead of destroyed. Suppressed artillery skips all firing and movement during the next Automa Phase. It returns to Ready at the end of that phase. Suppression has no lasting effects beyond one Automa Phase.
DECK AND RESHUFFLE
The deck is your fuel. When the draw deck is exhausted:
- Shuffle the discard pile to form a new draw deck.
- Take 1 damage.
If the deck is exhausted a second time, the mission is lost. You are out of fuel.
WINNING AND LOSING
Victory: All bunkers on the map are destroyed.
Defeat
- Your damage equals or exceeds your health threshold.
- The deck is exhausted a second time (out of fuel).
- You fly into a mountain cell below altitude 4 (crash).
Artillery does not need to be destroyed to win. They are obstacles, not objectives.
SCORING
After the mission (win or lose), calculate your score:
- +2 per bunker destroyed
- +1 per artillery destroyed
- -1 per damage taken
| Score | Rating |
|---|---|
| 14–16 | Ace |
| 10–13 | Veteran |
| 6–9 | Rookie |
| 0–5 | Failed Sortie |
GLOSSARY
Altitude: The bomber's current height (0–5). Affects bombing accuracy, artillery range, mountain clearance, and gun effectiveness. Automa: The automated enemy system. Resolves all artillery actions using a single card draw. Bomber Token: Any small object with a clear front side used to track the bomber's position and facing on the grid. Chain Bonus: Bombing improvement when the target is adjacent to a previously destroyed target. Crater: Marked on a cell after a near miss. Provides a bombing improvement on future attempts against that cell. LOS (Line of Sight): A clear path along a shared row or column with no mountains between shooter and target. Manhattan Path: Movement counted in orthogonal steps only (no diagonals). Near Miss: A bombing result that does not destroy the target but marks the cell with a crater. Saturation Cap: Maximum 1 damage per Automa Phase regardless of how many artillery fire. Suppression: A temporary status on artillery caused by guns at altitude 4. Skips one Automa Phase.
Questions and clarifications
Frequently asked questions
Do not read this section before playing. Refer to it only when a question arises during play. • Strafe artillery early. Clearing guns reduces incoming fire and opens safe bombing corridors. • Use mountains as cover. Artillery cannot fire through mountains. Plan your approach along ridgelines. • Altitude is your shield and your cage. High altitude keeps you safe but makes bombing harder. Commit to a dive only when you are ready. • Save Aces and Jokers. These are your most powerful cards. Use them on bunkers in difficult positions. • Watch the deck. Every card drawn is fuel burned. Play efficiently. • Chain your bombs. Destroying targets next to other targets makes subsequent runs easier. Plan your bombing order.
Can I play a movement card and only turn without moving forward?
No. You must move at least 1 cell forward when playing a movement card.
Can I fire guns at a bunker?
No. Guns only affect artillery. Bunkers must be bombed.
Can I bomb artillery?
Yes. Bombs and Precision Bombs work on any target — bunkers or artillery.
What happens if I draw a face card during mountain or target placement?
Discard it and draw again. Return all setup cards to the deck before play begins.
Can I play a 9 (Throttle) by itself?
No. The 9 must be paired with a movement card (2–5) or altitude card (10, J, Q). Without a card to pair it with, the 9 cannot be played.
Can I pair two 9s with one movement card?
No. One Throttle per paired card.
Can I play two Kings in one turn?
Yes. Each King discards itself and draws 1 card. Neither counts as an action.
What if an altitude card would push me past 0 or 5?
The card cannot be played. Hold it, discard it with a King, or use a Joker as something else.
Can artillery occupy the same cell as a bunker?
Yes. They are separate targets. Resolve each individually.
Can two artillery occupy the same cell?
Yes. If you fire guns at that cell, choose one to target.
Does the bomber take damage from flying over artillery?
No. Artillery only fires during the Automa Phase.
What if all artillery are destroyed?
The Automa Phase still occurs (reveal and discard a card), but nothing fires or moves. The deck still drains.
What if I am directly over an artillery piece — can it fire at me?
Yes. Same cell is automatic LOS at range 0, which is within any range value.
Does altitude affect LOS blocking by mountains?
No. Mountains block LOS regardless of altitude.
Can I re-enter the same turn I exit?
No. You re-enter on a future turn.
What happens if the entry column has a mountain and I am at altitude 4 or higher?
You enter normally. The mountain check only redirects you if your altitude is below 4.
Can a Joker be used as a 9 (Throttle)?
Yes. Choose value 9 and a color. Pair it with a movement or altitude card as normal.
What if the Automa reveals a Joker?
Miss. No movement. Discard it. Phase ends.
STRATEGY TIPS
Rules & resources
Keep the game close at hand.
Use the official links below for the printable rulebook, online play, and community listings.

