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