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		<title>Rulico: Created page with &quot;In &#039;&#039;&#039;Forfort&#039;&#039;&#039;, players race to construct their own forts while attacking opponents to disrupt their construction.  The first player to complete a fort with 4 straight walls and 4 angled walls wins immediately. Alternatively, the game can end when a player&#039;s dungeon runs out of cards, in which case players score points for their constructions.  The game supports 2–4 players, either individually or in two teams of two.  == Setup ==  # Each player chooses a coat of arm...&quot;</title>
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		<updated>2026-11-07T19:43:52Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;In &amp;#039;&amp;#039;&amp;#039;Forfort&amp;#039;&amp;#039;&amp;#039;, players race to construct their own forts while attacking opponents to disrupt their construction.  The first player to complete a fort with 4 straight walls and 4 angled walls wins immediately. Alternatively, the game can end when a player&amp;#039;s dungeon runs out of cards, in which case players score points for their constructions.  The game supports 2–4 players, either individually or in two teams of two.  == Setup ==  # Each player chooses a coat of arm...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;In &amp;#039;&amp;#039;&amp;#039;Forfort&amp;#039;&amp;#039;&amp;#039;, players race to construct their own forts while attacking opponents to disrupt their construction.&lt;br /&gt;
&lt;br /&gt;
The first player to complete a fort with 4 straight walls and 4 angled walls wins immediately. Alternatively, the game can end when a player&amp;#039;s dungeon runs out of cards, in which case players score points for their constructions.&lt;br /&gt;
&lt;br /&gt;
The game supports 2–4 players, either individually or in two teams of two.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
# Each player chooses a coat of arms and takes the corresponding 22 wall cards, camp cards, army cards, and drawbridge token.&lt;br /&gt;
# Shuffle the 22 wall cards, rotating some so the arrows on their backs point in different directions.&lt;br /&gt;
# Place the shuffled wall cards face down in the card holder. This is the player&amp;#039;s &amp;#039;&amp;#039;&amp;#039;dungeon&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
# Draw 3 wall cards into your hand, keeping them hidden from opponents.&lt;br /&gt;
# Place 1 camp card on any of the 8 spaces surrounding your dungeon.&lt;br /&gt;
# Identify the &amp;#039;&amp;#039;&amp;#039;front line&amp;#039;&amp;#039;&amp;#039; of your fort for each opponent. This is the line closest to that opponent.&lt;br /&gt;
# The player who most recently visited a castle takes the first player token.&lt;br /&gt;
&lt;br /&gt;
== Turn Structure ==&lt;br /&gt;
&lt;br /&gt;
On your turn, perform the following steps in order:&lt;br /&gt;
&lt;br /&gt;
# Advance each of your army cards by 1 space, if possible.&lt;br /&gt;
# Play 1 card from your hand, choosing one of three actions:&lt;br /&gt;
#* Construct a wall.&lt;br /&gt;
#* Trigger a card effect.&lt;br /&gt;
#* Place a camp card.&lt;br /&gt;
#* If none of these actions is possible, discard 1 card instead.&lt;br /&gt;
# Optionally activate your drawbridge.&lt;br /&gt;
# Draw 1 wall card from your dungeon.&lt;br /&gt;
&lt;br /&gt;
== Player Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Construct a Wall ===&lt;br /&gt;
&lt;br /&gt;
Choose 1 wall card from your hand and place it face up in your fort.&lt;br /&gt;
&lt;br /&gt;
Placement rules:&lt;br /&gt;
&lt;br /&gt;
* Your fort consists of 8 spaces surrounding your dungeon.&lt;br /&gt;
* A wall can be placed in one of the spaces indicated by the 2 arrows on the top card of your dungeon.&lt;br /&gt;
* Alternatively, you may construct a wall over a visible camp card anywhere in your fort.&lt;br /&gt;
* Angled walls must be placed in corner spaces.&lt;br /&gt;
* Straight walls must be placed in spaces orthogonally adjacent to your dungeon.&lt;br /&gt;
* Wall cards can cover existing cards. Covered cards become inactive and do not score points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
There are regular walls and protected walls. Protected walls resist certain attacks.&lt;br /&gt;
&lt;br /&gt;
=== Trigger a Card Effect ===&lt;br /&gt;
&lt;br /&gt;
Choose a card from your hand and activate one of its symbols. If the card has 2 symbols, choose only one.&lt;br /&gt;
&lt;br /&gt;
After resolving the effect, place the card in your personal discard pile.&lt;br /&gt;
&lt;br /&gt;
The available effects are:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Mason:&amp;#039;&amp;#039;&amp;#039; Choose a card from your discard pile and construct it in your fort, following normal placement rules.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Battering Ram:&amp;#039;&amp;#039;&amp;#039; Destroy all cards in one space of an opponent&amp;#039;s front line. Cannot destroy protected walls.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Trebuchet:&amp;#039;&amp;#039;&amp;#039; Destroy all cards in one space of an opponent&amp;#039;s second or third line. Cannot destroy protected walls.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Siege Tower:&amp;#039;&amp;#039;&amp;#039; Destroy the top card of an opponent&amp;#039;s dungeon.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Garrison:&amp;#039;&amp;#039;&amp;#039; Place an army card on an empty space of an opponent&amp;#039;s fort and choose its attack direction, or defeat an invading army card.&lt;br /&gt;
&lt;br /&gt;
=== Army Cards ===&lt;br /&gt;
&lt;br /&gt;
Army cards move automatically at the beginning of their owner&amp;#039;s turns.&lt;br /&gt;
&lt;br /&gt;
* Each army advances 1 space in a straight line, following its designated direction.&lt;br /&gt;
* An army destroys all cards in the space it enters.&lt;br /&gt;
* An army prevents construction in its occupied space.&lt;br /&gt;
* An army is automatically defeated when it enters a protected wall.&lt;br /&gt;
* A defeated army is flipped to its skull side and remains inactive for the rest of the game.&lt;br /&gt;
* If an army exits an opponent&amp;#039;s fort, its owner retrieves it.&lt;br /&gt;
&lt;br /&gt;
=== Place a Camp Card ===&lt;br /&gt;
&lt;br /&gt;
Discard 1 card from your hand without activating its effect, then place a camp card in your fort.&lt;br /&gt;
&lt;br /&gt;
* A camp can be placed in any empty space.&lt;br /&gt;
* The arrows on the dungeon are ignored when placing camps.&lt;br /&gt;
* Camps allow walls to be constructed over them without following the dungeon arrows.&lt;br /&gt;
* Covered camps become inactive and do not score points.&lt;br /&gt;
* Camps can be destroyed by attacks.&lt;br /&gt;
&lt;br /&gt;
=== Activate the Drawbridge ===&lt;br /&gt;
&lt;br /&gt;
You may place your drawbridge token on a wall bearing the drawbridge symbol.&lt;br /&gt;
&lt;br /&gt;
When activated, draw 1 card and immediately take an &amp;#039;&amp;#039;&amp;#039;extra turn&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
If the wall containing the drawbridge is destroyed or covered by another wall, retrieve the token.&lt;br /&gt;
&lt;br /&gt;
== Combined Effects ==&lt;br /&gt;
&lt;br /&gt;
When constructing a wall, you may create a pair of identical symbols on two adjacent walls.&lt;br /&gt;
&lt;br /&gt;
If this happens, you may immediately activate their combined effect.&lt;br /&gt;
&lt;br /&gt;
If a single placement creates two pairs, both effects may be activated in any order.&lt;br /&gt;
&lt;br /&gt;
The combined effects are:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Mason + Mason:&amp;#039;&amp;#039;&amp;#039; Construct a card from your discard pile or the top card of your dungeon in any of the 8 spaces of your fort, ignoring the dungeon arrows.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Battering Ram + Battering Ram:&amp;#039;&amp;#039;&amp;#039; The attack can destroy protected walls.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Trebuchet + Trebuchet:&amp;#039;&amp;#039;&amp;#039; The attack can destroy protected walls.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Siege Tower + Siege Tower:&amp;#039;&amp;#039;&amp;#039; Resolve the effect twice.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Garrison + Garrison:&amp;#039;&amp;#039;&amp;#039; Resolve the effect twice.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
The game can end in two ways.&lt;br /&gt;
&lt;br /&gt;
=== Immediate Victory ===&lt;br /&gt;
&lt;br /&gt;
The first player to complete their fort with all 8 visible spaces occupied by walls (4 straight and 4 angled) wins immediately.&lt;br /&gt;
&lt;br /&gt;
=== Dungeon Depletion ===&lt;br /&gt;
&lt;br /&gt;
If any player&amp;#039;s dungeon runs out of cards, the end of the game is triggered.&lt;br /&gt;
&lt;br /&gt;
Continue playing until every player has taken the same number of turns.&lt;br /&gt;
&lt;br /&gt;
Players then score:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;2 points&amp;#039;&amp;#039;&amp;#039; for each visible wall card.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039; for each visible camp card.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;1 point&amp;#039;&amp;#039;&amp;#039; for each active army card in an opponent&amp;#039;s fort.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;2 bonus points&amp;#039;&amp;#039;&amp;#039; if they still have at least 1 wall card in their dungeon.&lt;br /&gt;
&lt;br /&gt;
The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
In case of a tie, victory is shared.&lt;br /&gt;
&lt;br /&gt;
Covered, destroyed, or otherwise inactive cards do not score points. Players with empty dungeons can still be attacked.&lt;br /&gt;
&lt;br /&gt;
== Team Game (4 Players) ==&lt;br /&gt;
&lt;br /&gt;
Four players may play in two teams of two, with teammates seated diagonally opposite each other.&lt;br /&gt;
&lt;br /&gt;
The following additional rules apply:&lt;br /&gt;
&lt;br /&gt;
* A team wins immediately if either teammate completes their fort.&lt;br /&gt;
* Players may place camp cards in their teammate&amp;#039;s fort.&lt;br /&gt;
* A Garrison symbol may be used to defeat an invading army in a teammate&amp;#039;s fort.&lt;br /&gt;
* If the game ends by dungeon depletion, teams calculate their combined scores.&lt;br /&gt;
&lt;br /&gt;
== Additional Rules ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Destroyed cards:&amp;#039;&amp;#039;&amp;#039; Place destroyed cards in the affected player&amp;#039;s personal discard pile.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Discard piles:&amp;#039;&amp;#039;&amp;#039; All players may freely inspect any player&amp;#039;s discard pile.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Defeated armies:&amp;#039;&amp;#039;&amp;#039; Flip defeated army cards to their skull side. They cannot be used again.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Inactive cards:&amp;#039;&amp;#039;&amp;#039; Covered cards remain in place but cannot contribute to final scoring.&lt;/div&gt;</summary>
		<author><name>Rulico</name></author>
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