Grenade Salad is a light-weight tactical combat game in which soldiers (cubes) battle it out in an open playing field in the middle of the table.
At a glance:
All 54 cards
20 cubes pr player
1 tile (for measuring distances)
Give each player his set of cubes (soldiers)
Take 5 soldiers from each player, shake them up in your hands, and drop them in the middle of the table. Take a few attempts to find the right height to make the drop. You want the soldiers to be clustered fairly close together, but not all in one heap.
Shuffle the deck and deal 5 cards to each player
The sequence of play is quite simple:
- Move one soldier. Any soldier can move in any direction on the table. Maximum movement distance is the width of a tile.
- Play up to two cards from your hand, carry out their effects in turn
- Draw new cards from the deck to replenish your hand up to five
Drop/Map pointer: Place one single soldier at any exact location on the table.
Three Circles: Drop three soldiers onto the middle of the battlefield (table)
Hammers: Close combat attack – One of your soldiers can kill an opponents soldier, if the space between them is less than the width of a cube.
Arrow: Sniper attack – One of your soldiers can kill an opponents soldier anywhere on the table, as long as there is an unobstructed line of sight between them.
Explosion: Grenade – One of your soldiers can throw a grenade. Throwing distance is the width of a tile. The impacted area equals the area of a tile, within which all soldiers are killed.
Footpath: Mine – Played on your opponents turn. Whenever an opponent has placed, dropped or moved a soldier, you can play this card and state that the soldier has stepped on a mine. This explosion covers the same area as a grenade (one tile), and all soldiers in the area are killed.
Killed soldiers are taken by the player who killed them, and are counted as points at the end of the game.
Play continues until the deck is empty. At this point play can continue as long as players are still able to play cards. The exception is that you are not allowed to play the “three circles” card during this time. If you can not play a card (for instance if you hold a mine, or a close combat card but have no targets in range), you may pass, but you are still allowed to move a soldier. You may play again in a later turn if the situation has changed. If all players pass in sequence, i.e. are unable to play any cards, then the game ends.
The game ends when all players have played all their cards from hand, or they have passed. Living soldiers on the table count as 3 points, and all killed soldiers count as one point each. The winner is the player with the most points. In case of a draw, the player with most soldiers in reserve wins.