Soldiers in Postmen's Uniforms is live (Valiant postmen soldiers)
Update: Soldiers in Postmen's Uniforms is live on Kickstarter and the campaign will run for 21 days. You may pledge for a copy of the game, or get it together with Pavlov's House and Castle Itter.
Our preview post below was published on November 12.
Soldiers in Postmen's Uniforms is a solitaire tower defense game about defending the Post Office No 1 building in Danzig on the first day of WWII. This is the third part of David Thompson's tower defense trilogy after Pavlov's House and Castle Itter. It will launch on Kickstarter on November 17.
The game is divided in 3 Attack periods, each with its own enemy deck. The first Attack takes place in the morning, when the Germans attack the southern and eastern side of the Post Office. The second Attack takes place in midday, when the Germans attack the northern and front sides. The third Attack takes place in the evening, when the Germans attack the front, and eventually bring a truck filled with gasoline through the building and ignite it with a hand grenade.
Each Attack period consists of 3 phases: Enemy phase, Defense phase, and Clearing phase. The third Attack period also has an Escape phase in which the defenders escape from the building. The game ends when you draw the fire truck card. Then, you proceed to calculating your score based on how many survivors you have left.
The left side of the board shows the Post Office and its surroundings: it is where the enemy counters will be placed. The right side of the board shows the interior where the defenders are placed. During the game, you also have to make sure Morale doesn't reach zero. It diminishes whenever your side suffers a casualty.
In the Enemy phase, you will draw and resolve 5 enemy cards. Most cards require you to roll a die and place and advance enemy counters. If an enemy breaches the Post Office front entrance, any defenders there are killed. In the second Attack period, you will also have to place armored cars that raise the defense value of the enemies.
In the Defense phase, you can move up to four defenders and then take up to four defender actions: attack, suppress, recover or command. Attacks are resolved by rolling a number of dice equal to the defender's combat value and comparing it to the defense of the enemy counter. The result has to surpass the enemy's defense to be successful. If you take the suppress action, you place suppression tokens on the board and roll against an enemy's defense. The recover action is for flipping an exhausted defender back to their active side. The command action can only be taken by the commander defenders and it gives them three recover actions on exhausted defenders.
In the Clearing phase, any enemies that have entered the building will remove defender counters and possibly advance to other floors. Each enemy removes counters up to his combat value. Finally, in the Escape phase during the third Attack period, any non-exhausted defenders may try to flee, as long as the building exits are not blocked. They cannot exit through the front. When the fire truck card is drawn, you proceed to scoring.