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How to play Porchlight Wars

Porchlight Wars being played on Porchlight

Play Porchlight Wars

A turn-based war game for two to four players, each playing for themselves. Buy units, capture buildings for income, and take the enemy headquarters.

How to win

A side is beaten when either of these happens:

In a two-player game, that ends the game. With three or four players, the beaten side is knocked out: its units are removed, its buildings turn gray, and the others play on until one side is left.

Most games also have a day limit (20 days unless the table chose otherwise). A day is one turn for every side. When the limit is reached, the side that owns the most buildings wins. If that is tied, the side with the more valuable army wins (each unit counts its price, scaled by its health). If both are tied, the game is a draw.

The map

A turn

At the start of your turn, in this order:

  1. You earn 1,000 for each building you own.
  2. Units standing on your own buildings are refuelled, rearmed and repaired (see Repairs).
  3. Your supply trucks refuel and rearm the units next to them.
  4. Aircraft and ships burn fuel unless they are on one of your airports (aircraft) or ports (ships): jets 5, helicopters 2, ships 1. A unit that reaches 0 fuel crashes or sinks. Nothing burns fuel on day 1.

Then give orders. Each unit gets one order per turn, in any sequence you like:

  1. Click the unit. Striped squares show where it can go.
  2. Click the square to move to, or the unit itself to stay where it is.
  3. Choose what it does there: Fire, Capture, Board the… (naming the carrier), Drop off…, Resupply neighbors or Wait.

A unit that has had its order is drawn darker for the rest of your turn.

You can also buy units by clicking one of your own buildings that has nothing standing on it: land units at a factory, aircraft at an airport, ships at a port. A new unit can't act until your next turn. You can't buy a unit while you have 40 on the board.

Press End turn when you're done. If you still have units that haven't moved, the button asks you to confirm. The whole turn runs on one clock: one minute plus five seconds per unit, up to three minutes (the table's turn timer setting can halve or double this). If the clock runs out, your turn ends as it stands. If it runs out twice without you making a move of your own in between, you're treated as having left the game (see Leaving a game).

Movement

Each unit has movement points. Every square it enters costs points, depending on the terrain and how the unit moves. A unit can pass through friendly units but not stop on them, and can't pass through enemy units at all. Moving costs fuel, one point per movement point spent, and a unit with no fuel can't move.

TerrainInfantryBazookaTrackedReconShipsDefense stars
Plains1112no1
Forest1123no2
Mountain21nonono4
Road or bridge1111no0
River21nonono0
Seanononono10
City, factory, airport1111no3
Port111113
HQ1111no4

"Tracked" covers supply trucks, tanks, heavy tanks, artillery and anti-air. Aircraft fly over everything at 1 point per square, but get no defense stars from the ground beneath them. Ships can only enter sea squares and ports.

Units

Land units

UnitPriceMoveFuelAmmoNotes
Infantry1,000399—Captures buildings. Rifle only
Bazooka3,0002703Captures buildings. Crosses mountains and rivers easily. Rockets hurt vehicles
Recon4,000880—Fast on roads. Machine gun; good against soldiers
Supply truck5,000670—Carries one soldier. Refuels and rearms neighbors. Unarmed
Tank7,0006709The all-rounder
Heavy tank15,0005508Slow, expensive, very hard to stop
Artillery6,0005509Fires at targets 2 to 3 squares away, not after moving
Anti-air8,0006609Shoots down aircraft. Also very effective against soldiers

Aircraft

UnitPriceMoveFuel burn per dayAmmoNotes
Jet20,000856Can hit anything. Only anti-air, cruisers and other jets can hit it
Attack helicopter9,000626Rockets for vehicles and ships, a machine gun for soldiers and helicopters
Transport helicopter5,00062—Carries one soldier. Unarmed

Ships

UnitPriceMoveFuel burn per dayAmmoNotes
Landing craft12,00061—Carries two land units. Unarmed
Battleship28,000519Fires at targets 2 to 5 squares away, not after moving
Anti-air cruiser18,000619Shoots down aircraft. A light gun for ships. Can't hit land units

Aircraft and ships start with 99 fuel.

Weapons and ammunition

Ammo is for a unit's main weapon. When it runs out, the unit uses its backup weapon if it has one, which never runs out; otherwise it can't fire until it is resupplied.

UnitMain weapon hitsBackup weapon hits
Infantry—Land units and helicopters (rifle; weak against vehicles)
BazookaVehiclesLand units and helicopters
Recon—Land units and helicopters
TankVehicles and shipsLand units and helicopters
Heavy tankVehicles and shipsLand units and helicopters
ArtilleryLand units and ships—
Anti-airLand units and aircraft—
JetEverything—
Attack helicopterVehicles and shipsSoldiers, vehicles and helicopters
BattleshipLand units and ships—
Anti-air cruiserAircraftShips

"Vehicles" means recon, supply trucks, tanks, heavy tanks, artillery and anti-air. Only jets, anti-air and cruisers can hit a jet.

Fighting

Move next to an enemy and choose Fire, then pick the target. Before you commit, the panel shows the expected damage dealt and taken.

Capturing

Infantry and bazookas capture buildings. Move onto a building you don't own and choose Capture.

Repairs

At the start of your turn, a unit standing on one of your own buildings of the right kind is repaired. Cities, factories and HQs repair land units; airports repair aircraft; ports repair ships.

Carrying units

To board, move the unit onto the carrier and choose Board the… (it names the carrier). If the carrier is somewhere the unit couldn't normally go (a helicopter over water, a landing craft at sea), the unit can board from the square next to it for 1 movement point. Boarding uses the unit's order for the turn.

To unload, move the carrier and choose Drop off…, then click a square next to it for each passenger. The square must be one the passenger could stand on. A landing craft can drop one unit and keep the other (Keep it aboard). A unit that has been dropped off can't act until the next turn.

If a carrier is destroyed, everything inside it is lost. Units inside a carrier can't fire, and under fog they can't see.

Supply

A supply truck refuels and rearms every friendly unit next to it, aircraft and ships included, automatically at the start of your turn, or at once if you choose Resupply neighbors. Units are also fully resupplied when they are repaired on a building.

Fog of war

A table can turn on fog of war. You then see only what your units and buildings can see. Squares out of sight are shaded.

Sight rangeUnits
5Recon
3Tank, attack helicopter, anti-air cruiser
2Infantry, bazooka, anti-air, jet, transport helicopter, battleship
1Supply truck, heavy tank, artillery, landing craft

Sides that have been knocked out, and anyone watching, see the whole map. The fog lifts for everyone when the game ends.

Table options

Leaving a game

In a two-player game, a player who resigns, or who loses their connection and doesn't come back within about a minute, forfeits, and the other player wins. With three or four players, a computer player takes over the seat, the game continues, and the player who left is placed last.

Play Porchlight Wars

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