Military Combat Themed Card Game
- Locations: Used to store supplies and stage units for combat
- Has Unit Facilities and Supply Storage
- Unit: Engages other units in combat
- Has Facility Requirements and Supply Requirements
- Supply: Supports the staging of units and other effects
- Has a Storage Cost and a Supply Contribution
- Order: Adds bonus effects to other cards in play and/or to gameplay
- Each player...
- ...compiles a deck of {60?} cards
- ...selects a starting Location from their deck and places it facedown in the Play-Area
- ...shuffles their deck
- ...draws {10?} cards to their hand
- Determine the player who starts with Initiative (coin flip, die roll, etc.)
- Each player flips over the land that was previously selected
Notes:
- Use a token to keep track of which player has Initiative
- Use dice to keep track of Command Points by Round
- When a card is played, follow any instructions that activate 'On Play'
- Once a Unit has moved during a Round, it may not move again that round (unless a card explicitly states otherwise).
[Unless noted otherwise*, Gameplay progresses in a clockwise order for each Phase, starting with the player who has Initiative]
- Logistics Phase
- Draw {2?} cards or up to the starting hand size of {10?}
- Re-deck any number of cards, gaining a temporary +{1?} Command Points per card, for the remainder of the round
- May play {1?} Supply card and/or Order cards
- Planning Phase
- May play {1?} Location card
- May move any Units in the Play-Area between Player-Controlled Locations
- Combat Phase
- May move Units to non-Player-Controlled Location(s)
- Enage in Combat and/or Play Order cards - Opponents Engaged in Combat with you, may also play Command Cards
- Resolve Combat
- Resolve Battlefield (Simultaneously*)
- All Players ensure hat their Units are supported by Supplies and move units from the battlefield to their Discard
- Units in non-Player Controlled territory must be discarded first
- Deployment Phase
- May play any Unit and/or Order cards
- Empty hand at the start of a Logistics Phase, where the player has Initiative
- No cards left in deck at the start of Logistics Phase
Airfield: Cards requiring an Airfield may be played here
Hard Target: Denotes an armored Unit, that is affected by Hard Attacks
Soft Target: Denotes a non-armored Unit, that is affected by Soft Attacks
Airborne: This Unit may be played from your hand, at a Location you do NOT control, at the end of your Planning Phase, ignoring Supply and Facility costs when it is Played.
Air Assault: This unit my be moved to a Location you do NOT control or added to a current Combat Engagement, any time before Combat is Resolved during your Combat Phase.
Mechanized: If you have been Engaged in Combat (are now Defending) at a Location you control, you may move this Unit to that location.
Engineering: If this Unit is Attacking - Both this Unit and {1?} other Unit (that are Engaged in the same Combat) may ignore a negative Location effect. If this Unit is Defending - Units Attacking at this location get -{1?} to their Attack values.
Light Artillery: This Unit inflicts -{1?} to {3?} Defenders who are Engaged in Combat and are Soft Targets, before other parts of Combat are Resolved
Heavy Weapons: This Unit inflicts -{2?} to a Defender who is Engaged in Combat and is a Hard Target, before other parts of Combat are Resolved
Indirect Fire:
Aerial Supply: One Airborne Unit, in a Location you do NOT control, may ignore Supply costs. Storage Location requires Airfield.
Defense in Depth: If you have been Engaged in Combat (are now Defending) at a Location you control, you may select a Unit from your hand to play at that location. The Unit must meet its Supply and Facility requirements at that Location.
Phase: Command Points: