Tomis manual
Description
Tomis is a space board game that utilizes a standard chess board and backgammon pieces.
Game pieces (per player)
1 base (king)
4 inactive gates (black backgammon pieces)
4 active gates (white backgammon pieces)
4 jump gates
8 frigates (pawns)
2 sentries (towers)
2 towers (bishops)
1 flagship (queen)
Scope/Story
In Tomis, two fleet commanders engage in a space battle.
The objective is to utilize the available structures and ships to defeat the enemy
and destroy their base.
Initial placement
Base
The white player starts first by placing the base on their back row.
Next the black player places their base.
The base can be placed anywhere on the back row.
Gates
The inactive gates are placed first,
One gate is placed per row, following a sequential order starting from the back row and moving up.
Only one gate can exist per row.
On the back row, the gate must be positioned at least one step away from the base.
Frigates, Sentries, Towers, Flagship
These pieces can be placed anywhere in the back row, with the exception of directly on a gate.
Sentries and towers can be placed once all eight gates have been deployed.
Flagship
The flagship is only available after a frigate arrives on the back row of the enemy.
Attacks
Attack point = AP (Attack Point)
AttackPoints:
The base has no attack points.
Frigates, Sentries, Towers, Flagship (1 AP).
Attack Range:
The attack happens every turn for all pieces.
Frigates 1 step
Sentries,Towers and Flagship any nr of steps.
Attack effects:
A stalemate occurs when the attacker and defender have the same APs (no effects).
An attack is successful if the number of APs is larger than the target’s APs.
After a successful attack, a piece is removed from the board.
Frigate Attacks:
\ | /
#
Sentry Attacks:
\ /
#
/ \
Tower Attacks:
|
- # -
|
Attack examples:
1 frigate vs. 1 frigate => stalemate (neither can destroy each other).
2 frigates vs. 1 frigate => successful attack (2 AP vs. 1 AP).
Actions
Base
No actions.
Gate
Place a marker to transform an active gate into a jump gate.
Jump Gate
The default jump range is 2 (horizontal, vertical, or diagonal movement).
Rotate the marker to determine the direction of the jump.
2 APs are required o destroy a jump gate.
Frigates
Move 1 step forward or sideways (no backward movement).
Can attack the front, left, or right.
Each frigate has one AP.
To capture a piece, two APs are required.
Once on a gate, a frigate can choose to activate or deactivate it (replace the pieces).
Gate Jump:
Jump to the next or previous active gate (only 1 step).
If the target gate has an enemy frigate, 2 APs are required to capture it by gate jump.
If the target gate is inactive, no jump will be performed.
Gate Strike:
The frigate is on an active gate.
The frigate can attack the upper/lower active gate in this configuration: x G x.
Both the attacking frigate and the enemy frigate are destroyed.
Jump:
The frigate is next to a jump gate.
The frigate will move 2 steps in the direction of the marker.
A jump will not be performed if any of the passing rows have no gate.
Modifying the direction of the marker takes one turn.
If the gate has 2 markers the piece will jump 3 steps.
Sentries
Move similar to a bishop in chess.
Towers
Move similar to a tower in chess.
Flagship
Move similar to a queen in chess.
Win condition
The game is won by destroying the enemy base.
An enemy base is considered destroyed when three Attack Points (APs) are simultaneously applied to it.
Credits
A game by Binary Station
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