Gears of War: The Board Game

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

Overview

Gears of War: The Board Game is a cooperative game for 1-4 players based on the video game franchise. Players control COG soldiers fighting through missions against the Locust horde, which is controlled by an AI card deck. Players use Order cards to move, attack, and perform special actions while progressing through modular map tiles toward mission objectives. The game features 7 missions with multiple stages, a cover system, weapon management, and dice-based combat.

Components

Setup

  1. Randomly choose a first player. Each player chooses a COG Character card (Marcus Fenix, Dominic Santiago, etc.).
  2. Each player receives starting Special Weapon cards, Ammo tokens, and Grenade tokens as listed on their Character card.
  3. Shuffle Order cards and Random Weapon cards into separate decks. Place on Mission Reference Sheet.
  4. Choose a mission (7 available; “Emergence” recommended for first game). Create Mission deck with Setup card on top, followed by stage cards in order.
  5. Set up Locust cards: place Enemy cards (A, B, C) on Reference Sheet, place matching figures and wound markers nearby. Create AI deck by shuffling the AI cards for each enemy type plus General AI cards.
  6. Create Location decks as specified on Mission Setup card. Place level 2/3 decks on Reference Sheet (with Locked tokens if applicable).
  7. Build first map level: draw Location cards one at a time, place matching map tiles connecting entrance to exit, spawn Locust figures at emergence holes per player count. Place door token on final tile’s exit.
  8. Place COG figures on the entrance area of the first map tile. Starting with first player, each may enter a cover space.
  9. Each player draws Order cards equal to hand limit (usually 6; Marcus Fenix draws 7).

Turn Structure

Each player’s turn has 3 steps in order:

1. Heal Step

Draw up to 2 Order cards without exceeding hand limit (usually 6). A COG’s health equals their hand size, so drawing cards effectively heals.

2. COG Order Step

Play 1 Order card from hand (mandatory) to do ONE of:

Special Actions (before or after each action on the Order card, once each per turn, costs 1 discarded card each):

3. Locust Activation Step

Draw the top AI card and resolve it. AI cards have:

The active player makes all Locust decisions (choosing among valid targets, movement paths, activation order). After resolving, play passes left.

Actions

Movement

Cover System

Attacking

  1. Declare target (must be in line-of-sight, traced using the LOS ruler)
  2. Determine attack dice: Choose a weapon; roll its attack value in black dice (normal or overkill)
  3. Determine defense dice: Target’s base defense + cover bonus + range bonus (+1 die per area beyond weapon range)
  4. Roll all dice: Resolve omen-triggered abilities
  5. Deal wounds: Wounds rolled minus shields rolled = wounds dealt

Weapons

Grenades

Bolo Grenades can be thrown to deal damage in an area. Can also seal emergence holes (critical for some missions).

Exploring

When a COG reaches a door token, they can explore by discarding 1 Order card. Draw the top Location card from the next level’s deck, place the matching map tile, spawn Locust figures, and remove the door.

Scoring / Victory Conditions

Win: Complete all mission objectives (each stage has a “Flip When” condition; completing the final stage wins the game).

Lose: All COG figures are simultaneously bleeding out.

Bleeding Out

Special Rules & Edge Cases

COG Characters

| Character | Special Abilities | |———–|——————| | Marcus Fenix | Hand limit 7 (instead of 6). Draws 1 extra Order card. | | Dominic Santiago | Standard abilities per Character card. | | Cole Train | Enhanced melee/combat abilities. | | Damon Baird | Equipment/support focused abilities. |

Enemy Types

| Enemy | Key Traits | |——-|————| | Wretch | Fast, weak. Attacks in melee. | | Drone | Standard ranged Locust. Takes cover. | | Ticker | Suicide bomber. Explodes when adjacent. | | Boomer | Heavy, powerful. Chainsaw immune. | | Theron Guard | Elite ranged. Takes cover. | | Kantus | Support/healer Locust. | | Berserker | Boss-level. Chainsaw immune. Special rules per mission. |

Wound System

Reactions (Discarding from hand during other turns)

Order cards have reaction icons allowing them to be discarded outside your turn:

Emergence Holes

Line of Sight

Use the included cardboard ruler. LOS is traced from the center of the attacker’s position (or cover arrow) to any part of the defender. Walls block LOS; elevation changes do not.

Solo Rules

Play with a single COG. Cards marked “2+” can be returned to box and redrawn. Ignore Combat Zone/Sabotage solo.

Player Reference

Turn Sequence:

  1. Heal Step: Draw up to 2 Order cards (max hand limit)
  2. COG Order Step: Play 1 Order card (resolve actions / move 2 / attack 1) + optional special actions (1 discard each)
  3. Locust Activation: Draw and resolve 1 AI card

Combat Quick Reference:

Key Numbers: | Item | Value | |——|——-| | Default hand limit | 6 (Marcus: 7) | | Max weapons per COG | 4 | | Heal step draw | Up to 2 | | Special actions per turn | 1 each (revive, pickup, equip) | | Cover bonus | +1 partial, +2 full |