Fortress America

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

Overview

Fortress America is an asymmetric wargame in which the United States must defend itself against three simultaneous invasions: the Asian People’s Alliance from the West, the Central American Federation from the South, and the Euro-Socialist Pact from the East. One player controls the U.S. forces while one to three other players control the invading armies. The U.S. has a powerful laser defense system and partisan reinforcements, while the Invaders have overwhelming numbers but finite reserves. The Invaders win by capturing 18 U.S. cities; the U.S. wins by surviving long enough (advancing the turn marker to the U.S. Victory space).

Components

Setup

  1. Choose Forces: One player is the U.S. Player. Remaining players control Invaders (2P: one player controls all 3 Invaders; 3P: one controls West + East, one controls South; 4P: one per Invader).
  2. U.S. Player: Places a city miniature in each of 30 city territories. Places 2 units of any type in each city territory (60 units total). Lasers and partisans start off the board.
  3. Each Invader: Takes 20 units (8 Infantry, 3 Mobile, 4 Hovertank, 3 Helicopter, 2 Bomber) and distributes them across 6 invasion zones (max 5 per zone). Remaining 40 units are reserves.
  4. Place turn marker on space “1” of the U.S. Turn Track.

Turn Structure

Turn order is always: Western Invader, Southern Invader, Eastern Invader, U.S. Player. Each player completes their full turn before the next.

Action Sequence

  1. Reinforcements: Invaders add 8 units from reserves to invasion zones (max 5 per zone). U.S. Player places 1 laser in a city without one, then draws and resolves 2 partisan cards (plus bonus cards from previous turn).
  2. Declare Battles: Player places control markers (“Combat” side up) in territories they intend to attack.
  3. Maneuvers: Player moves units into position. Movement values vary by unit type.
  4. Fire Lasers (U.S. only): Each laser fires at one Invader unit in any territory without a targeting marker. Roll black d10; result of 5+ destroys the target.
  5. Combat: Resolve battles in declared territories containing defending units. Defender fires first, then attacker.
  6. Invasion: Player moves units again to secure declared territories left undefended or cleared of defenders.
  7. Supply Check (Invaders only): Each Invader unit must be connected to an invasion zone by a supply line through friendly territories. Unsupplied units are destroyed.
  8. Capture Territories: Take control of conquered territories (place control markers “Control” side up). U.S. Player may receive bonus partisan cards for recapturing cities.

Actions

Unit Types and Combat

Unit Class Combat Die Maneuver Movement Order of Casualties
Infantry Foot Red d6 0 (cannot move) Foot/Mech/Air
Partisan (U.S. only) Foot Red d6 (white d8 if lone partisan firing) 0 Foot/Mech/Air
Mobile Unit Mechanized Red d6 1 Foot or Mech/Air
Hovertank Mechanized White d8 1 Foot or Mech/Air
Helicopter Air White d8 2 Choice
Bomber Air Blue d10 4 Choice
Laser (U.S. only) Black d10 5+ to destroy

Combat Resolution

Each battle has two parts: Defender Fires, then Attacker Fires. Within each part, units fire by class order: Air first, then Mechanized, then Foot.

Die Results:

Special Unit Abilities

Partisan Cards

The U.S. Player draws 2 per turn during Reinforcements. Cards specify territories and unit types to place, events, or effects. Units are placed in friendly or unoccupied enemy territories (never in occupied enemy territories or invasion zones). Must resolve as fully as possible.

Lasers

Each turn, the U.S. Player places 1 new laser in a city territory without one. During Fire Lasers, each laser fires once at any Invader unit in any territory not already targeted. Roll black d10; 5+ destroys the target. Lasers are lost when their city is captured by Invaders.

Territory Control

Scoring / Victory Conditions

Invader Victory: If 18 city miniatures are on the Captured City Track at the end of the U.S. Player’s turn, the Invaders win collectively.

U.S. Victory: If the turn marker reaches the “U.S. Victory” space (after enough turns), the U.S. wins. The U.S. also wins if all Invading armies are destroyed or the Invaders surrender.

Individual Invader Victory Variant: After a collective Invader win, individual Invaders compete based on number of cities captured.

Special Rules & Edge Cases

Player Reference

Turn Sequence

  1. Reinforcements (Invaders: 8 units to invasion zones; U.S.: 1 laser + 2 partisan cards)
  2. Declare Battles (place control markers)
  3. Maneuvers (move units into position)
  4. Fire Lasers (U.S. only; each laser rolls black d10, 5+ kills)
  5. Combat (Defender fires first by class, then Attacker)
  6. Invasion (move into cleared territories)
  7. Supply Check (Invaders only)
  8. Capture Territories

Victory Conditions

Combat Die Results