Fort

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

Overview

Fort is a deck-building game where you play as a kid building the best fort, collecting pizza and toys, and growing your circle of friends. The twist: your cards (kids) have public actions other players can follow, and any cards you don’t play end up in your Yard where opponents can recruit them. If you don’t play with your friends, they’ll hang out with someone else. The player with the most victory points at game end wins.

Components

Setup

  1. Determine starting player randomly. Give them the First Player card.
  2. Set out Pizza and Toy token supplies.
  3. Each player takes a player board, their 2 Best Friend cards, and matching markers. Place score marker on 0. Fort Level marker on 0.
  4. Place Macaroni Sculpture card next to Victory Track.
  5. Shuffle Made-Up Rule cards; deal a face-down stack equal to players + 1.
  6. Shuffle Perk cards; deal a face-up row equal to players + 1.
  7. Shuffle 60 Kid cards into the Park deck. Deal 3 face-up to the Park.
  8. Each player draws 8 Kid cards from the Park deck.
  9. Each player shuffles their 8 Kids + 2 Best Friends to form their personal deck. Draw 5 cards.

Turn Structure

Each turn has 5 phases:

Phase 1: Cleanup

Skip on your first turn. Discard all cards from your Yard to your discard pile.

Phase 2: Play

Play 1 card from your hand (the “played card”). Use one or both of its actions:

You may add cards from your hand matching the suit icon next to an “x” to improve the action. Cards in your Lookout with matching suits also add to the count. You must fully use at least one action.

Following the Leader: After you resolve your card, each other player (in turn order) may discard 1 card matching your played card’s suit to copy the public action. Followers must use the action in full and cannot add extra cards.

Phase 3: Recruit

You may recruit 1 Kid card from:

Add the recruited card to your discard pile. If from the Park, replace from the deck.

Phase 4: Discard

Place all remaining hand cards (except your played card and added cards, which went to discard) into your Yard (face-up above your player board). These are vulnerable to recruitment by opponents.

Phase 5: Draw

Draw 5 cards from your personal deck. If your deck runs out, shuffle your discard pile to form a new deck.

Actions

Common Card Actions

Fort Level Benefits

| Level | Pack/Lookout Capacity | Cost | Bonus | |——-|———————-|——|——-| | 0 | 1 | – | – | | 1 | 2 | 1 resource | Gain a Made-Up Rule | | 2 | 3 | 2 resources | Gain a Perk | | 3 | 4 | 3 resources | – | | 4 | 5 | 4 resources (specific) | – | | 5 | 6 | 5 resources (specific) | Gain Macaroni Sculpture |

Made-Up Rules

One-time or ongoing benefits gained at Fort Level 1 and when drawn.

Perks

Persistent abilities gained at Fort Level 2 (choose from face-up row).

Macaroni Sculpture

The first player to reach Fort Level 5 takes the Macaroni Sculpture (worth 2 VP at game end).

Scoring / Victory Conditions

The game ends at the end of the round when any player reaches Fort Level 5 (all players get equal turns).

Final Scoring: | Source | Points | |——–|——–| | Fort Level | VP per level (printed on player board) | | Pack | 1 VP per resource in Pack | | Lookout | 1 VP per card in Lookout | | Made-Up Rules | VP as indicated | | Perks | VP as indicated | | Macaroni Sculpture | 2 VP (if held) | | Victory Track | VP accumulated during game |

Highest total VP wins. Tiebreaker: highest Fort Level, then most resources in Pack.

Special Rules & Edge Cases

Player Reference

Turn Phases

  1. Cleanup: Discard Yard to discard pile
  2. Play: Play 1 card, use actions, opponents may follow
  3. Recruit: Take 1 card from Park or opponent’s Yard
  4. Discard: Unplayed hand cards go to Yard
  5. Draw: Draw 5 from your deck

Six Suits

Skateboard, Shovel, Glue, Squirtgun, Crown, Book (+ wild Coin)

Game End Trigger

Any player reaches Fort Level 5 (finish the round)