Bommerz over da Sulphur River

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

Overview

Bommerz over da Sulphur River is a light wargame set in the Warhammer 40,000 universe. One player commands Imperial defenders protecting bridges over the Sulphur River, while the other player(s) control Ork Fighta-Bommerz trying to destroy them. Fighta-Bommerz speed through a valley represented by 3 board sections, dodging flak, lasers, rock spires, and Thunderbolt Interceptors while attempting bombing runs on the bridges. The game uses simple dice mechanics for movement, combat, and bombing.

Components

Setup

1-player (solo): Shuffle defence counters facedown. Place one on each bridge and one on each Imperial eagle space. Set up 4 Bommerz in starting spaces.

2-player: One player commands Imperial defenders, the other plays the Orks. Imperial player shuffles defence counters facedown, picks 6 at random, examines them, and places 2 on each board (no more than 1 per space). Ork player gets 4 Fighta-Bommerz in starting spaces.

3-player: As 2-player but with 2 Ork players with 2 Bommerz each.

4-player: 3 Ork players with 1 Fighta-Bommer each (first one destroyed gets the spare) OR solo game with 1 Bommer each.

5-player: 4 Ork players with 1 Fighta-Bommer each.

Turn Structure

Each turn has two phases:

Ork Player’s Move

  1. Each Fighta-Bommer’s player rolls 2D6 and picks one die for their Speed (place a green die as reminder).
  2. Move Fighta-Bommerz up to their Speed in spaces along map links.
  3. Resolve encounters with defence counters (flip facedown counters face-up when entered).
  4. Make bombing runs on bridges or flak positions when passing through.
  5. Fastest Fighta-Bommer moves first if order matters.

Imperial Player’s Move

  1. May flip over 1 defence counter (revealing it).
  2. Move any face-up Interceptors and Flak counters.
  3. Interceptors roll 2D6 and pick one for movement (same as Bommerz).
  4. Flak counters move up to 1 space (cannot enter spaces with Fighta-Bommerz).

Solo Imperial movement: Flak is static. Interceptors always move as fast as possible toward the nearest Fighta-Bommer.

Actions

Movement Rules

Defence Counter Types

Interceptor: When in the same space as a Fighta-Bommer, a Dogfight occurs. Both roll 1D6 (re-roll ties). Higher roll wins and drives the loser 1 space in any direction. If the winner beats the loser by 3+, the loser also takes 1 damage. Can move 1-6 spaces per turn.

Laser: Fires only if already face-up when a Fighta-Bommer enters its space. Bommer must Dodge (roll D6 >= its Speed). Failure = instant destruction. Success = Bommer continues moving. Laser flips facedown after firing. Cannot move.

Flak: When a Bommer enters a flak space, roll the number of D6 shown on the counter. Each die >= the Bommer’s Speed = a hit.

Rock Spires: Any craft entering must Dodge (D6 >= Speed). Failure = 1 damage. Success = no effect. Craft continues moving either way. Cannot move.

Damage

Each craft can take 2 damage points:

Bombing Runs

When a Fighta-Bommer survives all defences in a bridge space, it makes a bombing run. Roll 2D6; each die >= the Bommer’s Speed = a hit.

Dodging

Roll D6 and equal or beat the craft’s Speed to dodge successfully. Used for lasers and rock spires.

Scoring / Victory Conditions

After all Fighta-Bommerz are destroyed or leave the map, check the result:

1 wave of Bommerz: | Bridges Damaged | 1 Bridge Destroyed | 2 Bridges Destroyed | |—————–|——————-|——————-| | Ork Minor Victory | Ork Major Victory | Ork Major Victory |

2 waves of Bommerz: | Bridges Damaged | 1 Bridge Destroyed | 2 Bridges Destroyed | |—————–|——————-|——————-| | Imperial Minor Victory | Ork Minor Victory | Ork Minor Victory |

If no bridges are damaged: Imperial Major Victory (1 wave) or Imperial Minor Victory (2 waves).

If multiple Ork players, the one who scored the most bridge hits is the individual winner.

The Second Wave

After all Bommerz are destroyed or leave the map, Ork player(s) may bring on a second wave of 4 new Fighta-Bommerz in the starting spaces. In multi-player games, the Imperial player shuffles remaining defence counters (including destroyed ones) facedown and draws 1 new counter to place on any board. In solo games, place replacements on empty Imperial starting spaces.

Special Rules & Edge Cases

Player Reference

Turn Sequence:

  1. Ork: Roll 2D6 per Bommer, pick 1 for Speed. Move. Resolve encounters. Bomb.
  2. Imperial: Flip 1 counter. Move Interceptors and Flak.

Dodge: Roll D6 >= Speed to succeed

Damage Effects:

Damage Effect
1 point -1 to all dice rolls
2 points Destroyed

Bombing: Roll 2D6; each >= Speed = 1 hit. Bridges need 4 total hits. Flak needs 1 hit.

Dogfight: Both roll D6 (re-roll ties). Winner drives loser 1 space. Win by 3+ = also 1 damage.