Welcome to ‘Pincerpedia'
An online encyclopedia containing all the information on Pincer’s rules, pieces and mechanics.
In Development
This Section is currently in development, as many rules and mechanics still need to be added. This page will continue to update as the rules evolve through play-testing and player input, thanks!
Infrastructure Pieces
Colony
Colonies are how you win the game and they're the most crucial piece. All other infrastructure assist in protecting and expanding your colonies. New colonies must be built three tiles apart on a tile with a friendly land unit. They may not be built on water or mountain tiles.
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Walls
Walls are built around existing colonies and add extra protection from attacks. If a colony has walls around it, an enemy must have an artillery unit (cannon or frigate) immediately adjacent to the colony for a whole turn before attacking the colony, along with one other land unit. Walls also unlock the ability to build cannons.
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Harbor
Harbors must be built adjacent to an existing colony, on a water tile. They unlock the ability to build frigates and also reduce the exchange rate of resource cards -1 for each harbor built, giving a trade bonus. Harbors may also be blockaded, if an enemy frigate occupies the tile. This negates the trade bonus and keeps new frigates from being built as long as the enemy occupies it.
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Roads
Connecting two colonies by roads unlocks the ability to purchase cavalry units and similar to harbors, also give a trade bonus (-1 for each set of road connecting two colonies.)
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Bridge
Bridges are used to connect to ends of a road over a water tile. They may only span the length of one tile’s side. Units adjacent to a bridge may use them to cross over the water.
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Land Units
Musketmen
Musketmen are the most basic unit of the game. Use them to as pawns to outnumber and apply preasure to your opponent. They have an attack/move range of 1 tile/turn.