World of Tanks: Rush is a game by Nikolay Pegasov, published by Hobby World LLC and distributed by Asmodee. It is for 2-5 players. In this game, players take on the role of tank squad commanders. They will be leading their tanks into battle, defending their bases, calling for reinforcements and receiving medals. The player that can collect the most medals will be declared the winner.
To begin, each player will receive 3 base cards that they will place in front of them. Players also receive a deck of 4 engineer cards, 1 technician card and 1 volunteer card. These cards are then shuffled and placed in front of the player. The vehicle deck is shuffled together and placed face down in the center of the table. The top 4 cards of this deck are placed face up in a row beside the face down deck. The graveyard card is placed near the vehicle deck but with sufficient room for discards. The medal cars are separated into the 4 countries; American, French, German and Soviet with the 2 medal cards placed on top. These cards are placed in face up decks on the table. The achievement cards are shuffled and then depending on the number of players cards are drawn and placed face up on the table in a row. Players receive reference cards that explain the different abilities. The first player card is given to the first player. Players now draw 3 cards from their deck. Play now begins.
On a player’s turn, they will follow a set of steps in order. Those steps are repair damage and reveal your hand, play the cards from your hand, replenish the reserve and draw new cards. The first step is repair damage and reveal your hand. If a player has any damaged bases or vehicles that have been turned sideways, they can now turn then back to the upright position. The player then places all of their cards from their hand face up in front of them.
The next step is to play the cards from your hand. Cards can be played in several different ways. They can be used to make purchases. They can be used for their ability and then used to defend a base if possible. They can also be used to assault another player’s base or vehicles. The player makes the decision on how an what order to use each card. Using cards to make purchases is done by adding up the resource icons on the chosen cards and then taking one of the cards from the reserve row that has a cost less than or equal to the total resources used. Cards that have no cost must still use at least 1 resource to purchase. Only one card may be purchased per turn unless an ability allows for more purchases. Once a card(s) have been purchased, a new card is drawn from the deck and placed in the reserve row to replace it.
Players can use cards for their abilities instead of for purchases. In this case, the player refers to the icon on the card and uses the printed ability. These abilities can be anything from reinforcements which allow the player to draw extra cards to recruitment which allow for multiple purchases. Scouting allows a player to discard the reserve and draw 4 new cards face up. Sabotage forces the other players to each discard a card from their hand. Siege master damages an opponents base or vehicle. Research allows a player to take a card from the reserve and place it in their discard pile. The card taken must be equal to or less than the research number. Repair allows a player to move up to 2 cards from their discard pile into the graveyard. Invulnerability allows the player to take a 1 medal card from the same country as the card played and place it in their discard pile. Other abilities show if a vehicle can only be used to attack a base or to attack a vehicle. After using one of these abilities, if the card has any armor value, it must then be placed on top of one of the player’s base cards with the base showing at the bottom. A base can only be protected by 1 vehicle. If all the bases are protected then the player must choose a vehicle to replace with the new card.
Players can also use cards to assault another player’s base or vehicles. The player choose vehicle cards that have power points on them. They can then choose a vehicle or base to attack. If the power points are more than or equal to the vehicles armor or if the base is not defended, the opponent turns the card sideways to show that it has been damaged. If a vehicle is already sideways in the damaged position, it it destroyed and sent to the discard pile. The attacking player then receives a medal of the country that they used to attack with. The player receives a medal for each card destroyed. If a base was destroyed, the attacking player receives the destroyed base card. Medals and bases are placed in the attacking player’s discard pile, as are any cards that are not being used to defend a base that were played this turn.
The last step is to replenish the reserve and draw new cards. In this step, the player takes the reserve card farthest away from the deck and places it in the vehicle discard pile. The remaining cards are slid down and a new card is drawn to replace it, placing it nearest to the deck. The player then draws 3 new cards to their hand. If their deck is empty, they must shuffle the discard pile to make a new deck. Play then passes to the next player.
The game can end in one of two ways. If a player loses all 3 of their base cards, the game ends. Another way is if the last one medal card is taken from any of the 4 different country medal decks. However, the game doesn’t actually come to an end until the player sitting beside the first player finishes their turn. The game is then over. Players then check the achievement cards and award each one to the player that best meets the requirements. If their is a tie, neither player receive the achievement. Players then count up the number of medals they received, awarding 3 medals for base cards and 5 for achievements. The player with the most medals is the winner.
This game comes with a whole bunch of cards. Being a deck builder, that makes lots of sense. These are some truly amazing looking cards. There are 25 vehicle cards per country as well as 12 medals for each (9 one medal and 3 two medals). There are 12 achievement cards that change up the focus of the game. There are barracks cards that are used for your starting deck. There are base cards, player reference cards even a first player and graveyard card. That’s a lot of cards, over 210. Each one has lots of great images and artwork on them. I’m really thrilled with how nice each card looks. The cards are thick enough that they shuffle really well and don’t feel flimsy. There’s even a promo card thrown in that has a code for the World of Tanks video game. If you like that sort of thing. In any case, I really love the look and feel of this game.
9 out of 10
The rulebook looks really nice. There are lots of great pictures, examples and references throughout. There’s a great picture that shows how to set up the game. There are lots of detailed explanations of each of the 12 achievement cards. Each type of card is detailed out as well. There is even a list that explains each of the card abilities. On top of that there’s a nice little section of frequently asked questions. The book looks really great. That said, I have to address the fact that it can be difficult to read through and understand. There seems to be a bit of a broken flow when it comes to the actual rules. You will find yourself jumping around a bit in trying to understand how to play. It’s not that big of a deal but it’s mildly irritating. Also I’m not sure why they used terms like depot for discard pile and garage for your hand of cards. I’m guessing it was to make it more thematic, but I simply call it what it is. Other than that, I really have no complaints.
8 out of 10
As a fan of deck builders, this was a game that I really wanted to play. The game is kind of unique in it’s approach to player to player conflict as well as using a myriad of different special abilities. I really enjoy the game. It’s quite fun. I like how that depending on which achievements are being used will determine a lot of how you will play the game. If the light tanks achievement is used, you may want to aim for purchasing as many light tanks as possible. However if it’s the heavy tanks one, they you might aim for that instead. The thing is that you can’t just focus on the achievements, you still have to be able to protect your bases and attack the other player as well. The catch up or slow down mechanic with destroying bases is interesting. It slows down the attacking player’s deck by adding a base into their deck which only take up space and provide no benefits when drawn. It is not something that I’ve seen used in other deck builders. I really like the theme and feel of the game. It’s a little bit difficult learning what each ability does but thankfully you have a player reference card for just that reason. The game takes about 30 minutes to play. Expect it to be more like 45 minutes, especially for the first game or two as you learn how to play. Still, it’s a really unique and fun deck builder.
8 out of 10
World of Tanks: Rush is a light to medium weight deck builder set in the World of Tanks video game. It’s not a very lengthy game with most sessions lasting no more than about 30 minutes or so. The artwork and theme is really neat. The cards are very nice looking and very sturdy. Fans of deck builders and the World of Tanks video game should enjoy this game. It’s not a very difficult game once it’s been played through a time or two. There are a few lay out problems with the rulebook but it’s not that bad. All in all, this is a fun game with unique mechanics that change up the deck building mechanic rather nicely. I enjoy the game and love the art. I recommend it. It’s a game that just might blow you away.
8 out of 10
For more information about this and other great games, please check out Hobby World LLC and Asmodee at their sites.