This is currently version 2.20, rules in red are changed from version 2.10
This is a fun, two-or-more player game that you can play with only a peice of paper and a pencil (an eraser would also come in handy, if you don't have one on the pencil.) Click here for the STRATEGY GUIDE
********STICK GUY ARMY********
| Name/ Picture | Build(B)/Upgrade(U) | Cost | Move(in.) | Health | Attack(s) | Range(in.) | Special |
Stick Guy![]() |
B House | 1 | 5 | 1 | 0 | - |
Provides 1 Repair 1 |
House![]() |
B Stick Guy | 5 | 0 | 5 | - | - | - |
Dock![]() |
B Stick Guy | 3 | 0 | 4 | - | - | - |
Battle Dock![]() |
U Dock | 2 | 0 | 4 | 1 | 7 | - |
Helicopter Pad![]() |
B Stick Guy | 5 | 0 | 5 | - | - | - |
Energy Fountain![]() |
B Stick guy | 2 | 0 | 2 | - | - | Provides 2 |
Bonus fountain![]() |
U Energy Fountain | 3 | 0 | 5 | - | - |
Provides 5 |
People-launcher![]() |
B Stick Guy | 2 | 0 | 2 | - | 8 | Transport 1 |
Super People-launcher![]() |
U People-launcher | 2 | 0 | 4 | - | 10 | Transport 2 |
Flaming People-launcher![]() |
B Stick guy | 1 | 0 | 2 | 2 | 8 | sacrifice 1 character to attack |
Harpoon cannon![]() |
B Stick guy | 2 | 0 | 2 | 1 | 10 | - |
Double Harpoon cannon![]() |
U Harpoon cannon | 3 | 0 | 4 |
1 1 |
10 10 |
- |
Spear Guy![]() |
U Stick Guy | 1 | 5 | 1 | 1 | 1/4 | Provides 1 |
Arrow Guy![]() |
U Spear Guy | 1 | 5 | 1 | 2 | 5 | Provides 1 |
Healing Guy![]() |
U Stick guy | 1 | 5 | 1 | 0 | - |
Provides 1 Repair/heal 1 |
Healing Spear Guy![]() |
U Healing Guy or Spear Guy | 1 | 6 | 1 | 2 | 1/4 |
Provides 1 Repair/Heal 1 |
Soldier![]() |
B House | 1 | 6 | 1 | 1 | 1/4 | size 1/2 |
Hippo![]() |
B House | 2 | 5 | 2 | 2 | 1/2 |
Semi-water size 2 |
Armed Hippo![]() |
U Hippo | 2 | 6 | 3 | 3 | 1/2 | size 2 |
Super Hippo![]() |
U Hippo | 2 | 5 | 5 | 2 | 1/2 |
Semi-water size 2 |
Sail Boat![]() |
B Dock | 2 | 7 | 2 | 0 | - |
transport 2 Water only |
Sharkie![]() |
B Dock | 3 | 6 | 2 | 4 | 1/4 | Water only |
Battleship![]() |
B Dock | 5 | 5 | 4 |
1 1 |
5 5 |
Water only Size 3 |
Submarine![]() |
B Battle Dock | 3 | 5 | 3 | 2 | 10 |
Water only Water attacks |
Helicopter![]() |
B Helicopter Pad | 2 | 5 | 1 | 1 | 6 | Air |
Warcopter ![]() |
U Helicopter | 1 | 4 | 2 | 2 | 6 | Air |
Plane![]() |
B Helicopter Pad | 4 | 6 | 3 | 2 | 4 | Air |
Warplane ![]() |
U Plane | 4 | 5 | 6 |
2 2 |
5 5 |
Air |
Transport Helicopter![]() |
B Helicopter Pad | 2 | 7 | 2 | 0 | - | Transport 2 |
********PAKMAN ARMY********
| Name/ Picture | Build(B)/Upgrade(U) | Cost | Move(in.) | Health | Attack(s) | Range(in.) | Special |
Pakman![]() |
B Pakdome | 1 | 6 | 1 | 0 | - |
Provides 1 Repair 1 |
Pakdome![]() |
B Pakman | 5 | 0 | 5 | 0 | - | - |
|
Aquarium |
B Pakman | 4 | 0 | 4 | 0 | - | - |
Super Aquarium![]() |
U Aquarium | 2 | 0 | 5 | 0 | - | - |
Skydock![]() |
B Pakman | 4 | 0 | 6 | 0 | - | - |
Bubble Fountain![]() |
B Pakman | 4 | 0 | 2 | 0 | - | Water +1 |
Sky Fountain![]() |
B Pakman | 4 | 0 | 2 | 0 | - | Air +1 |
Cannon![]() |
B Pakman | 2 | 0 | 2 | 2 | 8 | Activated |
Bunker![]() |
B Pakman | 2 | 0 | 4 | 0 | - | Transport 2 |
Supernuke![]() |
B Pakman | 10 | 0 | 4 | 5 | 20 |
Sacrifice self to attack Damage radius 2 |
Pak Warrior![]() |
U Pakman | 2 | 6 | 2 | 1 | 1/4 | Provides 1 |
Pak Soldier![]() |
U Pak Warrior | 1 | 5 | 3 | 2 | 1/4 | Provides 1 |
Pak Medic![]() |
U Pakman | 1 | 6 | 1 | 0 | - |
Provides 1 Repair/heal 2 |
Pak Archer![]() |
U Pakman | 2 | 5 | 1 | 1 | 5 | Provides 1 |
Pak Sniper![]() |
U Pak Archer | 1 | 6 | 1 | 2 | 6 | Provides 1 |
Scuba Pak![]() |
B Aquarium | 1 | 5 | 1 | 1 | 1 | Water |
Harpoon Scuba Pak![]() |
U Scuba Pak | 1 | 4 | 1 | 2 | 5 | Water |
Amphibious Bus![]() |
B Aquarium | 3 | 7 | 2 | 0 | - |
Water Transport 3 |
Whaley![]() |
B Super Aquarium | 4 | 5 | 5 | 2 | 1/2 |
Water Only Size 3 |
Pak Ship![]() |
B Aquarium | 4 | 6 | 3 | 2 | 5 |
Water Only Size 3 |
Pak Bird![]() |
B Skydock | 1 | 6 | 1 | 1 | 1/2 | Air |
Pak Eagle![]() |
U Pak Bird | 2 | 8 | 3 | 2 | 1/2 | Air |
Pak Blimp![]() |
B Skydock | 2 | 5 | 3 | 0 | - |
Air transport 3 |
Pak Copter![]() |
B Skydock | 5 | 6 | 4 | 2 | 5 | Air |
Red Wiz![]() |
B Pakdome | 4 | 5 | 3 | 0 | - | Red magic |
Blu Wiz![]() |
B Super Aquarium | 4 | 5 | 3 | 0 | - |
Blu magic water |
Yelo Wiz![]() |
B Skydock | 4 | 5 | 3 | 0 | - |
Yelo magic air |
Pak Titan![]() |
U Red Wiz U Blu Wiz U Yelo Wiz |
4 | 5 | 5 |
3 3 |
4 4 |
Size 2 |
ARMIES: You may choose either the Stick Guy army or the Pakman army. Both have strengths and weaknesses
BUILD: This is where this building/character is made. When a building/character is built, it will be placed next to the one that built it. The builder may be the unit specified or any advanced upgrades of it. Building counts as an action for the built unit always, and the builder if it's a character.
UPGRADE: A building/character that is upgraded from another replaces the building/character that upgrades to it. Any damage on the building/character stays when it upgrades. The upgrader must be the unit specified, it can't be any upgrades of it. Upgrading counts as an action.
COST: This value is how many points it costs to build/upgrade this unit. Points are assigned to players at the beginning of their turn based on the number of providing units that player controls, see SPECIAL below.
MOVE: This value shows how many inches this unit can move in a turn. This distance does not need to be in a straight line.
HEALTH: This value shows how much damage a unit can sustain before being destroyed. Damage is permanent and cumulative, the only way to remove it is by repairing/healing. See SPECIAL below.
ATTACK(s): This value shows how much damage this unit does when it attacks. Units may only attack one unit within their range for each attack they have. A unit with two attack values has two attacks and can attack twice in one turn. Attacking counts as an action. Damage is permanent and cumulative, the only way to remove it is by repairing/healing. During one turn, you may attack with up to 3 units during a turn, and for any units above 3 that attack, you must pay 1 point. See SPECIAL below.
RANGE: This value shows how far away an object can be for this unit to attack it. All values are in inches. Units with multiple attacks have multiple ranges, for each respective attack. Attacks with range cannot go over obstacles like walls and mountains, but can go over water.
SPECIAL: These are unique rules that apply for individual units. See the list below.
..........Provides- this is how many points a unit will provide a player to use in building/upgrading units, see COST above. Points are assigned to players at the beginning of their turn based on the number of providing units that player controls. Unused points will accumulate and can be spent on later turns.
..........Repair- A unit with this ability may use 1 point to remove a number of points to remove damage on a building (units in gray) equal to the repair value of the unit. A unit may use multiple points to remove more damage from the building, but is limited to 1 unit repaired per turn. Repairing does not count as an action.
..........Heal- Healing is the same as repairing, but affects characters (units in blue) instead of buildings. Healing does not count as an action.
..........Size- Non-air characters with a size other than 1 will have the size specified. Size values determine how much space a character will occupy in a transport. See Transport below.
..........Transport- Units with a transport value may carry other non-air characters(see air and water for details) with them when they move. The transport unit does not take an action to load or unload units, but the units being unloaded cannot take any action other than attacking for that turn. Transports with a range can unload their passengers that distance away from them. If a transport with range is holding two units, it may not choose two different places to drop them at once, only one unload area can be selected each turn.
..........Activated- Units with an activated special cannot move or make an action without having a character with the same owner within 1/2 inches from it (this character can make actions as normal, but if it moves away from the activated unit, the activated unit cannot take an action that turn unless another character takes its place).
..........Sacrifice a character to attack- Units with this ability must have a friendly character (or more if specified) within 1/2 inches of this unit used as ammunition for the unit's attack. Remove the sacrificed character and attack as normal. You must use a new character for each attack.
..........Air and Water- these qualities do not get activated, but are always in effect. Air characters may fly over any obstacles, but can't be loaded into transport units. Water characters can move through water, where regular characters can't, if the character says "water only", then it may only move through water, and not on land, if the character says "Semi-Water," that character may move into water 1/2 of its move score from the shoreline of water, if a character says "Water Attacks," that character may only attack units in the water or touching the shore (within 1/4 inch counts as touching).
..........Damage Radius- Attacks that have a damage radius affect all characters and/or buildings within the radius from the point being attacked. This includes yours and your opponent's.
..........Magic- Characters with magic can cast spells as an action. In addition to using an action, spells also cost points, like building or upgrading. See MAGIC below.
..........POWERUP- any special that has a unit type (water,air) with a +1 after it powers up all of your characters/buildings attack by 1 and health by 1, this ability is not cumulative (if you have 3 bubble fountains, your water characters don't get +3 attack and +3 health), but take the highest single value for each type and apply it to all of your units that qualify.
BUILDINGS/CHARACTERS: Whether a unit is a building or a character is shown by the color of its name on the table above. The difference is that buildings can't move. Some rules apply for one type specifically, but other rules apply to both.
MAGIC- There are 3 types of magic: Red, Blu, and Yelo. Each have certain spells. For every spell cast, the character that cast it (the caster) uses up 1/3 of an action. (This means that each character with magic can cast up to 3 spells a turn) Remember that spells can only be played on your turn. After casting a spell, as long as a portion of the character's action is left, it may continue to move, but it may not move if it has used up all of its action.
| Magic type | Spells | Cost | Effect |
| RED MAGIC | Mountain Climbing | 1 | One chosen character can move over mountains without stopping this turn. |
| Dust Cloud | 2 | Create a dust cloud over an area with a radius of 1 1/2 inches anywhere within 8 inches of the caster until the beginning of the caster's next turn. Units within the cloud can't attack out, units out of the cloud can't attack in. | |
| Earthquake | 3 | All non-water, non-air units within 5 inches of the caster except the caster take 2 damage. | |
| Line of Fire | 4 | Choose a straight line from the caster 10 inches long. All units on this line take 3 damage. | |
| BLU MAGIC | Bubble Chamber | 1 | One chosen character withing 8 inches of the caster cannot move or take any actions until the beginning of the caster's next turn. |
| Water walking | 2 | One chosen character can move over water without stopping this turn. | |
| Tidal wave | 3 | Choose a length of up to 12 inches of coastline all within 8 inches of the caster. All figures within 2 inches of the coastline take 2 damage. | |
| Fog | 4 | Create a cloud of fog with a radius of 1-3 inches within 10 inches of the caster until the beginning of the caster's next turn. Your opponent's units within cannot attack out, and your opponent's units out of the cloud cannot attack in. | |
| YELO MAGIC | Cloudriding | 1 | One chosen character becomes air until the end of the turn. |
| Lightning Strike | 2 | One chosen unit within 5 inches of the caster takes 3 damage | |
| Hurricane | 3 | Move up to 3 air characters within 8 inches of the caster up to 5 inches (they don't have to be your own, and this doesn't count as a normal move), then have each take 1 damage (you may choose not to deal the damage to them). | |
| Line of Lightning | 4 | Choose a straight line from the caster 10 inches long. All non-air units on this line take 4 damage. |
HOW TO PLAY THE GAME: This game was made to have loose rules, so to suit you, you may change any of these rules when playing, just make sure everyone that you're playing with knows the rules.
..........SETTING UP: First, get a piece of white paper (or colored paper, or even lined paper if you don't care) and draw the game map on it (see the maps section or design your own) and then choose an army, draw a house and two stick guys in your starting area if you chose the Stick Guy Army or a Pakdome and two Pakmen in your starting area if you chose the Pakman Army.
..........STARTING: Choose who goes first. That player begins his/her turn. When finished, the other player (or player to the left, if there are multiple) takes his/her turn, etc.
..........YOUR TURN: Start by adding the total amount of points provided by your units to the total points you ended with last turn (if this is your first turn, start with none and add 2 for your Stick Guys). Next, you may create, upgrade, move, attack, and anything esle with your units. Each unit may only move once a turn, and once it makes an action (see above for things that count as an action) it cannot do anything for the rest of the turn. To build a unit, draw it on the paper, and to upgrade a unit, draw in the new details of the upgraded unit on the old one. When moving units, measure to make sure that it can move that far, then draw the unit there, and erase the old one.Non-air characters must stop at obstacles like mountains, walls, and enemy units and go around, and non-water/air characters cannot cross water. When you have nothing left to do, you end your turn.
..........OPPONENT'S TURN: You may not take any actions during your opponent's turn.
..........DESTROYING UNITS: if a unit takes damage equal to or greater than its health, it is destroyed, erase it from the paper. If a unit carrying other units is destroyed, all units it is carrying are also gone.
..........WINNING: You win when your opponent has no buildings and has no way of making any more buildings