Catapult Feud

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Overview

Catapult Feud is a dexterity game of medieval siege warfare where two players build castles from plastic bricks, place troop figures on them, and take turns launching boulders with catapults to knock down each other’s troops. The game combines castle construction strategy with catapult aiming skill. The last player with troops standing wins.

Components

Setup

Quick Play Setup

Each player receives a player board, a catapult, 4 boulders, 5 troops, and all bricks from a color. Players build a castle within the borders of their player board in any design they wish. Place all 5 troops on top of bricks on your castle.

Advanced Game Setup

  1. Each player takes their wall bricks, 5 troops, and a player board. Sit on opposite sides of a table, placing player boards 1.5 meters (5 feet) apart.
  2. Build your castle using ALL your bricks within the borders of your player board. Bricks must lie flat on the player board or other bricks (not tilted). Any rule affecting “Bricks” also applies to “Gates.”
  3. Place 1 catapult on the left or right side of your player board. The front part of the weapon can be a maximum distance of 2 from the edges of the player board.
  4. Each player gets 4 Boulders and 6 Action Cards (one of each type). Shuffle your cards and take 3 into your hand. Leave the rest face-down as your deck.

Troop Placement Rules

Turn Structure

The game is played in rounds. Starting with the youngest player, each player gets one turn per round. Each player’s turn is divided into four phases that must be completed in order:

Phase 1: Tactics

Play one Action Card from your hand and follow its instructions. If you have no cards or do not wish to play one, discard it, and proceed to the next phase.

Phase 2: Aim

Move and/or rotate your catapult to any valid location (keeping it at a maximum distance of 2 from your player board).

Phase 3: Fire

Load one boulder into your catapult and fire it. If using the Rapid Fire action card, fire a second boulder without changing the weapon’s location between shots.

Phase 4: Cleanup

Remove any bricks or troops that have been completely pushed off any player board; place them back in the box. Remove any troops that have been knocked down (lay flat or tilted). Each time one of your troops is removed, draw 1 Action Card from the top of your deck.

Actions

Action Cards

Card Effect
Rebuild Move any 3 bricks from your player board or the box to a valid spot on your player board, respecting all placement rules. Cannot move/touch troops or other bricks.
Traitor For this round only, during your Aim and Fire phases, take control of your opponent’s weapon instead of your own. You may rotate it but not move it. Very rare and powerful.
March Move up to 3 of your troops that are in play (not from the box) to a new valid position following Troop Placement Rules.
Thief Your opponent holds up all their Action Cards. You choose one and add it to your hand. You may use this card starting on your next turn.
Rapid Shot Fire your weapon twice this turn. You may not move the weapon between shots. Reload with a new boulder for the second shot.
Twin Attack Copy the effect of a card that has already been played by you or your opponent.

Scoring / Victory Conditions

The game continues round after round until only one player has troops with troops on their player board. That player is the winner.

If a player has no troops standing, they lose the game. The winning army must have at least one troop standing upright.

Special Rules & Edge Cases

Player Reference

Turn phases: Tactics > Aim > Fire > Cleanup

Distance marker: A distance of 1 = width of the distance marker; distance of 2 = length of the distance marker.

Win condition: Last player with at least 1 standing troop.

Action cards (6 types): Rebuild, Traitor, March, Thief, Rapid Shot, Twin Attack.