PAPER, ROCK, SCISSORS: THE STRATEGY GAME
Created by Matt McKinney in 2015 and free for anyone to play 

“Come forward, Builder, and forge your army to march forward and claim your prize: to be the last Builder standing, but beware, for the other Builders likewise believe you to be naught but an impediment to their own prize.”
The goal of Paper, Rock, Scissors is to eliminate all other Builders. Since Builders cannot attack directly, they must build Units in one of three types. For the uninitiated to PRS, each type of Unit destroys and is destroyed by a different type: Paper covers Rock, Rock smashes Scissors, Scissors cuts Paper. Using this basic combat model, each Player must build Units, move them both to attack and defend against the attack of the other Builders’ Units and, finally, defeat the opposing Builders by defeating the three Shields on top of the Builder. The game ends when only one Builder remains.
Each Player controls two Sliders on their corner of the Board. Slider A controls the Builder’s movement AND the Builder’s ability to build Units. As one value is raised, the other value is inversely lowered. Slider B uses the same inverse relationship, but this Slider controls how many Units can move per Turn AND how many steps (squares on the Board) each Unit can take per Turn. Both Sliders begin the game set to the far left position until they move. The Sliders are moved when a Builder moves onto a +/- Space, wherein the appropriate Slider will be moved the number of dots on the Space in whichever direction the Player chooses. If marker moves to the far end of the Slider, that is as far as it goes, it does not “bounce back” the other direction.
Movement of both Builders and Units are only in straight lines along 90° points (no diagonal movement). Each Unit move a maximum of the number on the B-Slider at the start of the Turn, but it is not required to move the full number of steps, though these untaken steps cannot be transferred to another Unit nor used on another Turn. Builders move in the same way, limited by the A-Slider instead, but the Builder cannot move AND build Units during the same Turn.
Combat is a simple as moving a Unit onto a Space occupied by a vulnerable enemy Unit. Any Unit can eliminate as many enemy Units in a single Turn as it can so long as its path continues through its vulnerable Type. Units of the same type cannot attack one another, nor move through a Space occupied by a Unit of the same type. Defeated Units are returned to their Players’ cache of unused Units to eventually be built again. A Unit attacking another Unit stays on the Board until it is eliminated with one exception: a Unit that successfully attacks a Shield on top of an enemy Builder is removed even as the Shield is folded down. Once a Builder’s Shield is defeated, there is no way to restore it. Even when the third Shield is defeated, thereby defeating that Builder, the attacking Unit is still removed. When a Player’s Builder is defeated, every Unit of theirs is also immediately removed from the board. The game continues until only one Player remains in the game.
Building Units is as simple as laying the tiles onto any unoccupied Space adjacent to the Builder, but any Units not built on a Turn do not carry over to a later Turn. The Player can freely choose any combination of Unit types (assuming the types are physically available). 
To set up the game, print at least one page of the Pieces file onto four different colors of paper/cardstock. After cutting out the Units, Slider Markers and Builders (fold the edges and glue the tab beneath the other side to make a triangular Builder piece, and remember to cut along the sides of the Shields, but to leave the Shield itself attached to the top of the Builder). Print two white copies of each type of Board Quadrant, cut out the gray areas and glue the protruding tabs beneath the adjacent Board Quadrant. When all four Quadrants are joined together, if done correctly, the four center squares should be outlined differently. Color each of these four, central squares the same colors as the four printouts of the Unit pages. These central squares are the starting points of the correlated Builders (after the game begins these will be basic, blank spaces). Player order can be determined by any method the Players agree to.