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Combat Commander

Military Combat Themed Card Game

Cards

  • 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

Play

Setup

  1. Each player...
  2. ...compiles a deck of {60?} cards
  3. ...selects a starting Location from their deck and places it facedown in the Play-Area
  4. ...shuffles their deck
  5. ...draws {10?} cards to their hand
  6. Determine the player who starts with Initiative (coin flip, die roll, etc.)
  7. 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).

Gameplay

[Unless noted otherwise*, Gameplay progresses in a clockwise order for each Phase, starting with the player who has Initiative]

  • Logistics Phase
  1. Draw {2?} cards or up to the starting hand size of {10?}
  2. Re-deck any number of cards, gaining a temporary +{1?} Command Points per card, for the remainder of the round
  3. May play {1?} Supply card and/or Order cards
  • Planning Phase
  1. May play {1?} Location card
  2. May move any Units in the Play-Area between Player-Controlled Locations
  • Combat Phase
  1. May move Units to non-Player-Controlled Location(s)
  2. Enage in Combat and/or Play Order cards - Opponents Engaged in Combat with you, may also play Command Cards
  3. 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
  1. May play any Unit and/or Order cards

Endgame

Winning

Losing

  • 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

Abilities

Location

Airfield: Cards requiring an Airfield may be played here

Unit

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:

Supply

Aerial Supply: One Airborne Unit, in a Location you do NOT control, may ignore Supply costs. Storage Location requires Airfield.

Command

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.

Vocabulary

Phase: Command Points:

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Military Combat Themed Card Game

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