Difference between revisions of "Middle-Eastern Confrontation deck"
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Each unit has a combat strength as a corner value. Units with the special action "'''Attack.'''" may attack either the base of an opponent or a unit in play. A base cannot be attacked if the owner controls another unit that can be attacked. If a headquarter is attacked, the owner gains a number of damage counters equal to the attack power. The player is eliminated when the number of units reaches ten or more. | Each unit has a combat strength as a corner value. Units with the special action "'''Attack.'''" may attack either the base of an opponent or a unit in play. A base cannot be attacked if the owner controls another unit that can be attacked. If a headquarter is attacked, the owner gains a number of damage counters equal to the attack power. The player is eliminated when the number of units reaches ten or more. | ||
All units have an '''attack''' action which is implicit if not mentioned. This is a free action that can only be used on your turn (and, again, only once more turn). To use it, target a base or unit in play. The owner of the unit may choose to change the target to another of his units (this is called ''blocking''). '''Each owner rolls a | All units have an '''attack''' action which is implicit if not mentioned. This is a free action that can only be used on your turn (and, again, only once more turn). To use it, target a base or unit in play. The owner of the unit may choose to change the target to another of his units (this is called ''blocking''). '''Each owner rolls a die and adds the attack strength of their unit.''' The player who got the highest score destroys the opponent's unit. At a tie, neither unit is destroyed. If the unit winning unit had an attack strength of 0, don't destroy any unit. | ||
==Card List== | ==Card List== |
Revision as of 20:51, 9 January 2009
Middle-Eastern Confrontation | |
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Designers | Fuso and a younger brother |
Date | Jan 8, 2009 |
Players | 2+ |
This is a playable deck - it's finished, tested and ready to play. | |
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.) | |
Print this deck | |
This deck is locked. Further cards should not be added - leave feedback on the talk page. |
A not too serious game on the Iraq invasion. Destroy your opponents' headquarters under the flag of one of three sides: the united states, the european union, or the Iraqi opposition.
To play, you need a dice (preferably two) and a number of counters or markers.
Special Rules
Teams
At the beginning of the game, each player chooses a side, preferably at random. This does not restrict what cards you may play but some cards will affect a certain team.
Basic Rules
Each player draws seven cards. At the beginning of each turn, draw two cards and then play up to two cards (you are not restricted to playing one action and one thing). You may use any number of free actions but no action more than once per turn. At the end of your turn, you must discard cards until you have at most seven cards in your hand. Actions of a thing cannot be used the same turn the thing came into play.
Card Types
Every card belongs to one of the three teams but can be used by everyone. The three teams are EU (representing humanitarianism, everyday life, and politics), US (representing military forces and technological advancement), and IO (representing the people, terrorists, and the opposition).
There's one special kind of action: the free action. Free actions can even be played on an opponent's turn, in particular can a free action be played in response to another action and take effect before it. An ordinary action can however not in turn be played in response to and take effect before a free action, even if it is your turn.
There are two special kinds of thing: augmentations and units. Unis have special combat actions and two subtypes, personnel and vehicles.
An augmentation is attached to a thing and has some effect on it. If the a thing is destroyed, also destroy its augmentations. The owner of a thing is also the owner of its augmentations even though any player may play an augmentation on any unit.
Combat
Each unit has a combat strength as a corner value. Units with the special action "Attack." may attack either the base of an opponent or a unit in play. A base cannot be attacked if the owner controls another unit that can be attacked. If a headquarter is attacked, the owner gains a number of damage counters equal to the attack power. The player is eliminated when the number of units reaches ten or more.
All units have an attack action which is implicit if not mentioned. This is a free action that can only be used on your turn (and, again, only once more turn). To use it, target a base or unit in play. The owner of the unit may choose to change the target to another of his units (this is called blocking). Each owner rolls a die and adds the attack strength of their unit. The player who got the highest score destroys the opponent's unit. At a tie, neither unit is destroyed. If the unit winning unit had an attack strength of 0, don't destroy any unit.
Card List
Interesting Cards
Attack: Artillery gets +3 for this attack and cannot be destroyed.
Mediocre Cards
If this card leaves play, draw a card.
If this card is discarded from your hand in response to an action by an opponent, that opponent discards his or her hand.
Whenever a player plays a card not belonging to his or her team, he or she must discard a card from his hand as an additional cost to play the card.
Attack: Sniper cannot be destroyed in this attack.