AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Gammarauders is a tongue-in-cheek post-apocalyptic combat game for 2-6 players published by TSR in 1987. Players each control a bioborg – a giant cybernetically enhanced mutant animal – along with an army of soldiers, hovertanks, and gammajets. The game is set in a radioactive science fiction landscape where factions called Cryptic Alliances vie for control of what remains after nuclear war. Players build up their bioborgs by collecting energy pods and drawing equipment cards, then attempt to destroy opponents’ bases. The modular hex map creates a different world each game.
Each round:
Shuffle and deal Turn Cards numbered 1-6 to determine the order of play this round.
Players may trade cards with each other and deploy reinforcement units from their hand.
In turn order, each player moves their units:
If opposing units occupy the same or adjacent hexes, combat occurs. Players play combat cards and resolve attacks.
If a player’s bioborg or army reaches an opponent’s base, they may attack it.
Players draw cards from the deck to replenish their hand.
Energy pods collected by bioborgs are used to power equipment cards. Each bioborg has a limited number of slots for weapons and shields. Equipping the right combination of gear is essential for combat success.
| Unit | Speed | Role | |——|——-|——| | Bioborg | 6 hexes | Main combat unit; picks up pods | | Infantry | 3 hexes | Basic ground force | | Hovertanks | 5 hexes | Armored mobile units | | Gammajets | Unlimited | Air support | | Fortresses | Stationary | Base defense |
Combat involves comparing attack values (from unit stats and equipment cards) against defense values. Special ability cards can modify combat outcomes. Each bioborg has a unique special ability that provides an advantage.
Energy pods are scattered across the map. Only bioborgs can pick them up. Pods fuel bioborg equipment and are essential for powering special weapons.
Win (3 players): Destroy both opponents’ bases.
Win (4-6 players): Destroy 3 opponents’ bases.
There is no point scoring. Victory is achieved purely through base destruction.
Each of the 12 bioborgs has a unique special ability:
The hex map tiles assemble differently each game, ensuring varied terrain and strategic options.
The 108-card deck includes weapons (for bioborg slots), army reinforcements, and special abilities. Managing your hand and timing card plays is critical.
Players can station units at their base for defense. Fortresses provide static defense but cannot move.
Ruined cities on the map provide tactical benefits when occupied (cover, resources).
Turn Order: Deal turn cards -> Trade/reinforce -> Move units -> Combat -> Base attacks -> Draw cards
Movement Speeds: | Unit | Speed | |——|——-| | Bioborg | 6 hexes | | Infantry | 3 hexes | | Hovertank | 5 hexes | | Gammajet | Unlimited |
Victory: | Player Count | Bases to Destroy | |————-|—————–| | 3 players | 2 bases | | 4-6 players | 3 bases |
Key Numbers: | Item | Value | |——|——-| | Bioborg choices | 12 | | Card deck | 108 cards | | Counters | 200 |