Attack!

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Attack! is a game of global expansion and conquest set in 1935. Each player leads a Major Nation attempting to dominate the world by adding regions through military conquest or diplomatic influence. Players build armies, control the seas, trade resources, and wage war across land and sea. The game ends when a player is eliminated or a time limit expires; the player controlling the most regions wins.

Components

Setup

  1. Each player chooses a colour and receives:
    • Army pieces: 12 Infantry, 6 Tanks, 4 Artillery, 2 Planes
    • Navy cards: 1 Battleship, 2 Destroyers, 2 Submarines
    • Economics cards: 4 randomly drawn from the shuffled deck
  2. Roll 2 regular dice to determine first player (highest goes first); play proceeds clockwise.
  3. Step 3: Starting with the first player, each player places 1 infantry on any unowned region. Repeat until each player has chosen 4 regions.
  4. Step 4: Starting with the first player, each player places 5 of their remaining pieces into any region(s) they own. Continue until all pieces are placed.
  5. Step 5: Starting with the first player, each player places their Capital City on one of their regions.

Optional rule: Each player must pick one starting region from each of the 4 continents (North America, South America, Africa, Eurasia).

Turn Structure

On your turn, you perform up to 3 actions. Each action may be chosen only once per turn, with one exception: Diplomatic Blitz may be performed multiple times.

Available actions:

  1. Move — Move land units and resolve resulting battles
  2. Blitzkrieg Move — A second move (tanks and planes only)
  3. Strategic Move — Long-distance movement through your own connected regions
  4. Naval Battle — Challenge for control of the seas
  5. Diplomatic Blitz — Attempt to gain an unowned neutral region (repeatable)
  6. Build New Units — Spend Production Points to purchase units
  7. Trade — Exchange Economics cards with another player

Actions

Movement

Blitzkrieg Move

Strategic Move

Land Battles

Triggered when you move into a region owned by another player or a neutral region.

Setup: Both sides place all units in the contested region into their reserves. Each side commits up to 4 units to the battle.

Each round (defender acts first, then attacker):

Step Action
1. Reinforce Move units from reserve into battle (max units = 4 + round number - 1: 4/5/6/…)
2. Roll Roll 1 battle die per unit (2 dice per tank). Minimum 2 dice total.
3. Determine hits Each die matching one of the rolling player’s unit types = 1 hit (each unit matches only once)
4. Eliminate Remove opponent’s units equal to hits scored, in order: Infantry → Tanks → Artillery → Planes

Neutral Region Attacks

Naval Battle Resolution:

  1. Both players lay cards face-down in a row, up to 8 cards, matched against opponent’s cards.
  2. Reveal all cards. Resolve each match-up: both roll 2d6 + modifiers. Higher total scores a hit.
  3. Hits are applied to the losing player’s ship at the beginning of the battle line (exception: carrier vs. carrier hits the losing carrier directly).
  4. Destroyers, Submarines, Carriers: sunk in 1 hit. Battleships: sunk in 2 hits (turn sideways after 1 hit).
  5. Battleships with 1 hit are removed from battle but not sunk; fully repaired before next battle.
  6. Either player may retreat after a round; the retreating player loses the battle.

Naval Modifiers:

Matchup Bonus
Your Battleship vs. opponent’s Destroyer +2
Your Submarine vs. opponent’s Battleship +2
Your Destroyer vs. opponent’s Submarine +2
Your Carrier vs. any non-Carrier +1
Your ship adjacent to your Carrier(s) +1 per adjacent Carrier (max +2)

Modifiers stack.

Diplomatic Blitz

Trade

Build New Units

  1. Total Production Points (PP):
    • 10 PP per Capital City you own
    • Face value of each non-set Economics card
    • Double face value for cards in a set (1 each of Oil, Minerals, Factories, Rail Transport; Population cards cannot be in sets)
  2. Purchase units:
Unit Cost
Infantry 5 PP
Tank 10 PP
Artillery 8 PP
Plane 15 PP
Destroyer 10 PP
Submarine 10 PP
Battleship 20 PP
Aircraft Carrier 20 PP
  1. Unused PP are wasted (cannot be saved).
  2. Place new land units immediately in any owned region(s). Navy cards are placed in front of you (or in the centre if you control the sea).

Scoring / Victory Conditions

Special Rules & Edge Cases

Player Reference

Turn Actions (pick up to 3, each used once except Diplomatic Blitz): Move | Blitzkrieg Move | Strategic Move | Naval Battle | Diplomatic Blitz | Build New Units | Trade

Movement Range:

Battle Hit Order: Infantry → Tanks → Artillery → Planes

Diplomatic Blitz Target Numbers: Adjacent 8+ Non-adjacent 9+
Unit Costs: Infantry 5 Artillery 8 Tank 10 Plane 15 Destroyer 10 Submarine 10 Battleship 20 Carrier 20

Economics Sets: Oil + Minerals + Factories + Rail Transport = double PP value