Teach the Game
A quick teaching script for Toy Battle: troop placement, supply lines, medals and victory.
How you win
Two toy armies fight over a terrain. Win immediately by placing a Troop on the opponent’s HQ, or by collecting the number of medals printed on the terrain. If neither happens and a player cannot make a move, whoever has more medals wins; if tied, the player who cannot act loses.
How the game ends
The game ends immediately when a Troop reaches the opponent’s HQ or a player claims the terrain’s medal target. If a player cannot draw or place, compare medals instead; a tie goes to the player who can still act.
The board
Each terrain is a network of bases between two HQs. Each player has a hidden reserve, a rack that holds up to eight Troops, and a line of occupied bases connecting their HQ to the front. The eight terrains use different layouts and special-base rules.
A turn
On your turn, choose one action:
- Draw two Troops from your reserve to your rack. If only one space is free or only one Troop remains, draw one; you cannot draw with a full rack.
- Place one Troop from your rack on a legal base, then resolve its ability and any special-base effect.
To place beyond your own HQ, the base must connect to your HQ through a continuous path of bases topped by your visible Troops. An enemy Troop can be covered only by a stronger Troop; you may cover your own Troops at any strength. Hook ignores this connection requirement when placed on a base, but it still needs a connection to capture the enemy HQ.
How medals work
When you occupy every base around a closed region, take the medal or medals inside it. You keep claimed medals even if the opponent later breaks the enclosure.
Ways to score
Medals are the only score. Region medals count toward the terrain’s immediate victory target and decide the winner if a player runs out of legal actions.
What each resource is for
The game has no spendable resources. Troops are your limited placement and drawing options; medals track closed regions, while the terrain’s number sets the instant-win target.
Teaching tips
- Start on Castle Field and show the HQ-to-front connection before teaching special abilities.
- Stress that only the visible Troop at the top of a stack matters for connection and targeting.
- Explain both victory routes early: an HQ attack can force defense while you build toward the medal target.
- The second player starts with four Troops; the first starts with three.
More detail: Gameplay, Game End and Scoring, and Tips & Strategy.