Pocket Panzer 2-Player Co-op Mode
For the co-op game, both players will play together to defeat 8 enemy cards. Players can use their
Nations abilities as well as exchanging one die between them each round. The Players win if they defeat
all enemy card and they lose if the Allied team loses all their tanks during the battle.
Co-op Set-UP
1. Select 8 enemies to face. A typical scenario will contain 6 cards so you will want to add 2 more cards
(usually tanks) to bump the scenario up to 8 cards. If you wish to select random cards instead of one of
the Scenarios, make sure you have 4 enemy tanks with 1 or 2 traps and 1 or 2 infantry/artillery cards.
2. Shuffle this enemy deck, then deal them in a 2 row, 4 column grid, with the front 4 cards face up and
the back four cards face down.
3. Place a tracking die on the starting strength shown in the damage tracking square of each face up
enemy card.
4. Each player chooses two Tanks and places the Tank units in front of them. I.E. Player 1 (left) selects to
play two British tanks and uses Ingenuity and Player 2 (right flank) selects two American tanks and takes
the Fury ability.
5. Place a tracking die on each Allied tank set to the starting strength printed on each tank card.
Co-op game play
PLAYERS TURN: Each player rolls two action dice and assigns to their own tank cards*
Once per turn, the players may agree to exchange one of their dice to each other. They may adjust the
dice before or after exchanging as long as they use their Nation ability only once per round.
- In any order, players take the action identified on each card for the value of the die assigned to it. You
may choose to not take an action, if desired. NOTE: The players tanks can attack any front enemy
card – Players can use Concentrate on each other’s attacks and can use Long Shot on any
back row enemy unit.
- Track damage to the enemy units using each card’s tracking die. When an enemy card reaches 0,
remove it from the game, and then slide the card behind it forward to the front row and turn it face up.
Emergency Repair option: Either player may choose to roll 1,2, or 3 fewer dice any turn to
repair 1 damage on 1,2 or 3 cards (only 1+1 on each card during a turn). A player may not use
the Emergency Repair to fix the other player’s tank.
* = Roll 2 action dice plus or minus any dice modifiers, such as “Fury” or “Trapped” modifiers.
ENEMY TURN: Roll 4* action dice. Place the dice in front of the front row enemy cards lowest die
value to highest die value from left to right. * = Roll the number of action dice equal to the number of
front line cards. Later in the game, this could be 3, 2, or 1 dice. IF an Enemy can attack from the back
row, roll an extra die for it and place them left to right adding the highest die to the 2 nd row.
- From left to right, take the action identified on the card for the value of the die. The left 2 enemy
cards attack the left player’s tanks. The right 2 enemy cards attack the right player’s
tanks. Once there are less than 4 enemy tanks in the battle, the center enemy tank will
attack the weakest center allied tank (if less than 4 Allied tanks, choose the weakest
value first, then players choice. Instead of Weakest, you may opt to roll a die and the
enemy will attack left on an Odd result, or attack right on an Even result.
- Track damage to the player’s cards using each Tank card’s tracking die.
CO-OP FINAL BATTLE: When the enemy is down to only 4 cards, or the players are down to 3 or
less tank cards, the Final Battle begins. Neither the player nor the enemy can repair during Final Battle.
If tied, players’ choice where to apply damage ( or roll a die and use the Odd/Even system above.
Un-Attackable Cards
Some cards, like the Minefield or Hedgerows, cannot be attacked. These cards have a small clock
icon by the Grey die image. When an action die is resolved for one of these cards, reduce the
tracking die value by 1 (even if the action caused no damage). When the die would hit 0, discard the
card.
Variants, if you want a more difficult game give the enemy 5 columns of 10 cards and the center
column enemy will attack the Left player on Odd numbers and Right player on Even numbers.
Players can choose to field 3 tank units if the enemy has 5 or 6 columns. 6 columns will allow
players to each play a classic style game each while still allowing them to exchange one die each
round.
From the designer direct to calculate SR value on cards:
When deciding what extra cards to add to a chosen Scenario, the basic formula is: Average Damage x Starting
Health
So, for the King Tiger, Add up all the damage actions = 6, divide by the 6 dice positions = 1 times its health of 6.
Therefore 1 x 6 = SR 6.0. For another example, the Minefield: 4 total damage on card / 6 = 0.67 x 2 = 1.3 SR.