Overview
Grind is a brutal sport board game by Privateer Press set in the Iron Kingdoms universe. Two rival teams of 10-ton, ash-spewing steamjacks fight in the Destructodome arena, suspended above a lake of magma. The objective is to move a giant spiked ball (the Grinder) into the opponent’s goal pit. Players customize their steamjacks with interchangeable arms and use dice for attacks and actions.
Components
- 1 game board (the Destructodome arena)
- 2 pillars
- 1 spiked Grinder Ball
- 10 steamjacks (5 red / 5 blue)
- 32 detachable arms (16 red / 16 blue)
- 24 specialty dice (10 white, 10 red, 4 blue)
- 8 double-sided effect tokens
- 1 mark token
- 2 goal tokens
- 2 reference sheets
- 1 rulebook
Setup
- Place pillars in each goal zone between the goal pit and the catch (on steam vent spaces).
- Place the Grinder Ball in the center of the arena.
- Each player deploys their 5 steamjacks in their deployment zone.
- Attach arms to steamjacks (loadout customization).
- Place goal tokens on 0 on each player’s scoreboard.
- Place dice in the game clock spaces on your side of the board.
Turn Structure
The game is played in periods. Each period consists of multiple turns for each player.
Game Clock
- Dice are placed on the game clock at the start of each period.
- Each turn, one die moves from the clock to the dice pool.
- When the clock runs out, the period ends.
Player Turn
Each turn, a player activates their steamjacks to:
- Move steamjacks on the field
- Attack opponents or the Grinder
- Push, throw, or kick the Grinder toward the opponent’s goal
- Use special abilities based on equipped arms
Actions
Movement
- Steamjacks move a number of spaces based on their speed.
- Steamjacks can move through the gutter but are affected by walls.
- Walls cannot be broken through; steamjacks crash into them.
Attacking
- Use dice to resolve attacks against opponent steamjacks.
- Different arm types provide different attack capabilities.
- White dice go to the dice well (out for the turn); red dice go to opponent’s pool.
- Blue dice provide special effects.
Grinder Ball Movement
- The Grinder can be pushed, kicked, or thrown.
- The Grinder follows specific movement rules in the gutter (moves along edges).
- The Grinder cannot enter the goal pit from behind the backboard.
Goal Scoring
- When the Grinder enters an opponent’s goal pit, you score a goal.
- The Grinder does not need to end its movement on the goal pit to score.
- After scoring, the field is reset.
Dice System
- White dice: Used for actions, go to your dice well (unavailable for rest of turn).
- Red dice: Used for actions, given to opponent’s dice pool after use.
- Blue dice: Special dice with unique effects, go to your dice well.
Scoring / Victory Conditions
- Score goals by moving the Grinder into the opponent’s goal pit.
- Track goals on the scoreboard.
- The player with the most goals when the game clock expires wins.
- Alternatively, reaching a target number of goals may end the game immediately.
Special Rules & Edge Cases
- Pillars: Placed in goal zones, they block movement and the Grinder. Positioned on steam vent spaces.
- Goal pit backboard: The Grinder cannot enter the goal pit from behind the curved backboard.
- The catch: While the Grinder is in the catch (special area near goal), only adjacent steamjacks can target it.
- Gutter: Outermost spaces affect Grinder movement along the edge but not steamjack movement.
- Dice pool management: Dice move from clock to pool each turn; managing which dice to use (white vs. red) is strategic since red dice empower your opponent.
- Arm loadout: Before the game, players customize each steamjack with specific arms, providing different tactical options.
- Steamjack destruction: Steamjacks can be damaged or destroyed during play, reducing your team’s effectiveness.
Player Reference
Teams: 5 steamjacks each (red vs. blue)
Dice colors: White (to your well), Red (to opponent’s pool), Blue (special, to your well)
Scoring: Move Grinder into opponent’s goal pit
Key restriction: Grinder cannot enter goal from behind backboard
Arena features: Walls, gutter, pillars, goal pits, catches, steam vents