global supremacy
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The Laws of Highly Armed Conflict
Contents :
90 Cards, 4 Country Identifiers, 1 Page of
Rules
Printing Instructions :
As always, we would highly suggest
printing the cards on #110 pound paper. (Found at
most office stores for about $8 per 250 sheets). Youcould also put the cards in plastic sleeves. Either way
works..
Pages 3 12 should be printed only once.
If you would like logos on the card, print page 2 on
the back of each sheet. Weve also included a page
of country identifiers. They arent required for play,
but it helps to remind players whos who. After all,you dont want to nuke your best friend, and come to
find out that you just nuked your wife. Well, maybe
you do, but thats besides the point..
Pre-Game Setup :
Shuffle all 90 cards into a single deck.
Each player must choose to play one of the foursuperpowers. After this is done, deal 7 cards to each
player. Play typically goes clockwise, and starts with
whomever you like.
Why we fight?
Who knows. Who cares? The object; to
hold 100 points worth of property at one time nuked or otherwise. Of course, some people might
object to that
Order of a turn :
During each players turn, he/she will be
required to do the following things :
1) Take a card
Just one. And no more than one.
2) Use a card
Using a card is optional, actually. Though
the deck might seem varied, there arent many types
of cards. Below are the most common :
Territory Cards These cards call attention to thatparticular location, giving everyone the opportunity to
attack it. To use one, simply toss it in the middle of
the play area. That territory is now considered
uncontrolled and visible. (Uncontrolled because
nobody controls it. Visible because, well, you can see
it.) Oh, heres a little tip try not to throw down your
own territories. Thats just asking for trouble.
Attack Cards This includes Internal Control,
Revolution, Military Force, and the infamous
Nuclear Bomb. If another territory is visible, you
can attack it. If nobody cancels your attack, you get
to take it. Assuming that happens, place the card in
front of you, face up. As long as you control that
territory, you gain as many points as noted at the
bottom of the card. (Note : You may never actively
control one of your home territories. If another
player has captured a home territory, you may attack
it. But, if you win combat, you may only discard the
territory so it is out of harms way. And in case it
isnt obvious, you cannot attack an uncontrolledhome territory. That would be like killing your own
people for no reason.)
Instant Cards These typically cancel an attack,
opportunity, or terrorism card. Instant cards can be
played by any player, at any time; even if its not their
turn. Thats why we call them Instant.
Terrorism Cards These nasty little items cause other
players to lose cards from their hand. A constant
barrage of terrorism can really leave a player without
supplies, so dont write it off too easily. After all, a
player cant stop a nuke if he has no cards, right?
Terrorism cards do require a territory to target,however. The owner of that territory would then have
to feel the sting of your fury. (More Notes : No, you
can never use terrorism on a home country, unless it
is under someone elses control. At that point, its
not really yours until you get it back. Besides that,
you may use terrorism on an uncontrolled territory.
Whatever player shares the same flag as the target isthe cards owner.)
Opportunity Card These cards will give you added
cards in your hand. They are very useful after being
struck with terrorism, or when you need anything
but what you currently have. Even if you have to
discard the same amount of cards you just picked up,at least you can be picky about what you keep.
3) Di scard down to your max.
Naturally, a player can hold a maximum of
7 cards in his/her hand. So, at the end of the turn, the
player must discard all but 7 cards. However, there
are a few strings attached to this
- A player may *never* discard a territory
card. If the player has no choice but to do so, he/she
must show his/her hand to everyone (to prove this
fact), and immediately play the excess territory cards
to the center of the table.
- For each home territory the player has
under someone elses control, his/her maximum handsize drops by one. So, for example, if Dallas and Los
Angeles are under control by other players, the USA
players maximum hand size would be 5 cards, rather
than 7. As those territories are freed, the player
would regain his normal max.
- If a player is ever caught with more cards
that he/she is allowed to have, the accuser mayrandomly discard enough of the lawbreakers cards to
get his/her hand size within limits. Also, the accuser
may take one extra card at random and keep it.
(Note : If a player is over his/her max because he/she
just lost a home territory to another player, this is not
considered cheating. A player can only be zappedwhen he/she forgets to properly calculate his/her
maximum, and goes over.)
When the game ends :
As soon as a player takes enough
territories to put him/her over 100 points, he/she is
considered the winner.
Gaming Notes & Questions :
Social Assimilation If a player uses
Social Assimilation on a territory, then loses that
territory, the effects of Social Assimilation wear off.
Also, to show the effects of Social Assimilation,rotate the territory sideways.
Secret Agent & Double Agent When
these cards are used or discarded, they should be put
on the bottom of the discard pile. This makes it
easier to identify that they have been returned. If a
player does not want to give up either card, break hisfingers.
Nuclear Bomb A nuked country can
never be used again. Whoever
nuked it gets to keep it for
points, and must place the
territory face down in front ofhim/her, showing that its a
radioactive wasteland. At any
time, however, another player
can ask to see the face of the
card. No need to be sneaky..
Can you attack an uncontrolled home
territory to get it off the board? - No.
Can I nuke a home territory under
someone elses control? - Yes, you can. But
remember, the price for doing so is permanently
losing one card from your own hand.
Can a Secret Agent even be used to stop
Instants?- Of course he can. Secret Agents screw
up everything
If I steal a Secret Agent with Double
Agent, can I immediately use him?- Um sure.
Cant see why youd want to, though
Can a Secret Agent be used to stop
someone from playing a terri tory card?- Sorry, Mr.
Bond. Some missions are impossible. (In other
words, no.)
Can I use Resistance long after Social
Assimilation is played? - In theory, yes. But for the
sake of the game, no.
Thats it!
Plain and simple. Hope you like it! We
sure do.. :) Any questions? Feel free to write me at
PhantomOpera@whitemask.com. Ill probably giveyou same day service. Enjoy!
1998 White Mask Productions
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United States of America
Washington D.C.
Conquest Value 25
United States of America
New York City
Conquest Value 15
United States of America
Los Angeles
Conquest Value 10
United States of America
Dallas
Conquest Value 10
United States of America
Seattle
Conquest Value 5
United States of America
New Orleans
Conquest Value 5
United States of America
Orlando
Conquest Value 10
League of
European Nations
London
Conquest Value 25
League of
European Nations
Paris
Conquest Value 15
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Peoples Republic of Asia
Hong Kong
Conquest Value 25
League of
European Nations
Berlin
Conquest Value 10
League of
European Nations
Rome
Conquest Value 10
League of
European Nations
Madrid
Conquest Value 5
League of
European Nations
Athens
Conquest Value 5
League of
European Nations
Dublin
Conquest Value 5
Peoples Republic of Asia
Tokyo
Conquest Value 15
Peoples Republic of Asia
Seoul
Conquest Value 10
Peoples Republic of Asia
Taiwan
Conquest Value 10
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Confederacy ofConfederacy ofIndependent NationsIndependent Nations
Moscow
Conquest Value 25
Peoples Republic of Asia
Beijing
Conquest Value 5
Peoples Republic of Asia
Hiroshima
Conquest Value 5
Peoples Republic of Asia
Singapore
Conquest Value 5
Confederacy ofConfederacy ofIndependent NationsIndependent Nations
Havana
Conquest Value 15
Confederacy ofConfederacy ofIndependent NationsIndependent Nations
Bogota
Conquest Value 10
Confederacy ofConfederacy ofIndependent NationsIndependent Nations
New Delhi
Conquest Value 10
Confederacy ofConfederacy ofIndependent NationsIndependent Nations
Ankara
Conquest Value 5
Confederacy ofConfederacy ofIndependent NationsIndependent Nations
Mexico City
Conquest Value 5
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Confederacy ofConfederacy ofIndependent NationsIndependent Nations
Cairo
Conquest Value 5
Nuclear BombNuclear Bomb
May be dropped on any visible territory. Once aterritory is nuked, you may then obtain that card forpoints. After being nuked, a territory is considered
useless and may not be reclaimed by anotherplayer. Flip the card face down to show the damage.
Nuclear Weapon
KK--SatSat
Instant
Cancel one Nuclear Bomb attack.After the defense is complete, you may put the target
territory in the discard pile.
Nuclear Weapon Defense
Revolution!Revolution!
May be used to obtain any visible territory.
Revolution
RallyRally
InstantCancels one Revolution card.
After using this card, you may place the targetterritory in the discard pile.
Revolution Defense
Revolution!Revolution!
May be used to obtain any visible territory.
Revolution
RallyRally
Instant
Cancels one Revolution card.After using this card, you may place the target
territory in the discard pile.
Revolution Defense
Internal ControlInternal Control
By the time they figured out what was going on,it was too late
May be used to obtain any visible territory.
Political Attack
Counter IntelligenceCounter Intelligence
Instant
Cancel one Internal Control card.After using this card, you may place the target
territory in the discard pile.
Political Defense
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Military ForceMilitary Force
Social AssimilationSocial Assimilation
May be used on any foreign territory under yourcontrol. While the territory is within your reign, you
may hold one additional card in your hand.
Domination
ResistanceResistance
Instant
Stop one Social Assimilation card from taking effect..
After using this card, you may place the targetterritory in the discard pile.
Domination Resistance
Internal ControlInternal Control
By the time they figured out what was going on,it was too late
May be used to obtain any visible territory.
Political Attack
Counter IntelligenceCounter Intelligence
Instant
Cancel one Internal Control card.After using this card, you may place the target
territory in the discard pile.
Political Defense
Internal ControlInternal Control
By the time they figured out what was going on,it was too late
May be used to obtain any visible territory.
Political Attack
Counter IntelligenceCounter Intelligence
Instant
Cancel one Internal Control card.After using this card, you may place the target
territory in the discard pile.
Political Defense
Ordinary & InstantMay be deployed to obtain any visible territory. A
Military card may played as an Instantto counteract alower ranking Military card. After a conflict, the
winner may discard the target territory.
Military Force
Rank : 1
Military ForceMilitary Force
Ordinary & InstantMay be deployed to obtain any visible territory. A
Military card may played as an Instantto counteract alower ranking Military card. After a conflict, the
winner may discard the target territory.
Military Force
Rank : 2
Military ForceMilitary Force
Ordinary & InstantMay be deployed to obtain any visible territory. A
Military card may played as an Instantto counteract alower ranking Military card. After a conflict, the
winner may discard the target territory.
Military Force
Rank : 3
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Military ForceMilitary Force
Social AssimilationSocial Assimilation
May be used on any foreign territory under yourcontrol. While the territory is within your reign, you
may hold one additional card in your hand.
Domination
ResistanceResistance
Instant
Stop one Social Assimilation card from taking effect..
After using this card, you may place the targetterritory in the discard pile.
Domination Resistance
Ordinary & InstantMay be deployed to obtain any visible territory. A
Military card may played as an Instantto counteract alower ranking Military card. After a conflict, the
winner may discard the target territory.
Military Force
Rank : 4
Military ForceMilitary Force
Ordinary & InstantMay be deployed to obtain any visible territory. A
Military card may played as an Instantto counteract alower ranking Military card. After a conflict, the
winner may discard the target territory.
Military Force
Rank : 5
Military ForceMilitary Force
Ordinary & InstantMay be deployed to obtain any visible territory. A
Military card may played as an Instantto counteract alower ranking Military card. After a conflict, the
winner may discard the target territory.
Military Force
Rank : 6
Social AssimilationSocial Assimilation
May be used on a ny foreign territory under yourcontrol. While the territory is within your reign, you
may hold one additional card in your hand.
Domination
ResistanceResistance
Instant
Stop one Social Assimilation card from taking effect..
After using this card, you may place the targetterritory in the discard pile.
Domination Resistance
Social AssimilationSocial Assimilation
May be used on any foreign territory under yourcontrol. While the territory is within your reign, you
may hold one additional card in your hand.
Domination
ResistanceResistance
Instant
Stop one Social Assimilation card from taking effect..
After using this card, you may place the targetterritory in the discard pile.
Domination Resistance
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Military ForceMilitary Force
Public ThreatsPublic Threats
Target loses 1 card at RandomMay be used on any visible territory. The owner of
that territory must discard a single card atrandom, chosen by the attacker.
Terrorism
Ordinary & InstantMay be deployed to obtain any visible territory. A
Military card may played as an Instantto counteract alower ranking Military card. After a conflict, the
winner may discard the target territory.
Military Force
Rank : 7
Military ForceMilitary Force
Ordinary & InstantMay be deployed to obtain any visible territory. A
Military card may played as an Instantto counteract alower ranking Military card. After a conflict, the
winner may discard the target territory.
Military Force
Rank : 8
Military ForceMilitary Force
Ordinary & InstantMay be deployed to obtain any visible territory. A
Military card may played as an Instantto counteract alower ranking Military card. After a conflict, the
winner may discard the target territory.
Military Force
Rank : 9
Hostage CrisisHostage Crisis
Target loses 1 card at RandomMay be used on any visible territory. The owner of
that territory must discard a single card atrandom, chosen by the attacker.
Terrorism
Ring of ArsonRing of Arson
Target loses 1 card at RandomMay be used on any visible territory. The owner of
that territory must discard a single card atrandom, chosen by the attacker.
Terrorism
BlackmailBlackmail
Target loses 1 card at Random
May be used on any visible territory. The owner ofthat territory must discard a single card at
random, chosen by the attacker.
Terrorism
BombingBombing
Target loses 2 cards at Random
May be used on any visible territory. The owner ofthat territory must discard two cards at
random, chosen by the attacker.
Terrorism
BioBio--AttacksAttacks
Target loses 2 cards at Random
May be used on any visible territory. The owner ofthat territory must discard two cards at
random, chosen by the attacker.
Terrorism
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Sudden DeclineSudden Decline
Instant
Cancel one Opportunity card.
Counter Opportunity
AssassinationAssassination
Target loses 3 cards at Random
May be used on any visible territory. The owner ofthat territory must discard three cards at
random, chosen by the attacker.
Terrorism
AntiAnti--TerrorismTerrorism
Instant
Cancel one Terrorism card.
Anti-Terrorism
AntiAnti--TerrorismTerrorism
Instant
Cancel one Terrorism card.
Anti-Terrorism
AntiAnti--TerrorismTerrorism
Instant
Cancel one Terrorism card.
Anti-Terrorism
AntiAnti--TerrorismTerrorism
Instant
Cancel one Terrorism card.
Anti-Terrorism
Sudden DeclineSudden Decline
Instant
Cancel one Opportunity card.
Counter Opportunity
Sudden DeclineSudden Decline
Instant
Cancel one Opportunity card.
Counter Opportunity
Sudden DeclineSudden Decline
Instant
Cancel one Opportunity card.
Counter Opportunity
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Wartime VictoryWartime Victory
Draw two additional cards.
Note : You must announce you are using anOpportunity card before drawing any additional cards.
Opportunity
Public SupportPublic Support
Draw two additional cards.
Note : You must announce you are using anOpportunity card before drawing any additional cards.
Opportunity
Wartime SalesWartime Sales
Draw two additional cards.
Note : You must announce you are using anOpportunity card before drawing any additional cards.
Opportunity
National PrideNational Pride
Draw two additional cards.
Note : You must announce you are using anOpportunity card before drawing any additional cards.
Opportunity
Financial SupportFinancial Support
Draw three additional cards.
Note : You must announce you are using anOpportunity card before drawing any additional cards.
Opportunity
Political TranquilityPolitical Tranquility
Draw three additional cards.
Note : You must announce you are using anOpportunity card before drawing any additional cards.
Opportunity
Economic Boom!Economic Boom!
Redraw up to your maximum amount of cards, ordiscard your entire hand and draw 5 cards.
Note : You must announce you are using anOpportunity card before drawing any additional cards.
Opportunity
Price GougingPrice Gouging
Take one card from every player s hand, at random.
Opportunity
Supply BoycottSupply Boycott
Upon using this card, all players, including yourself,must discard two cards. You may choose which of
your own cards you wish to lose. The other players,however, must lose two at random.
Unblockable Terrorism
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Defensor FortisDefensor Fortis
Instant
Cancel one non-nuclear attack against anyuncontrolled home territory.
After defending against an attack, you may place the targetterritory in the discard pile.
Home Territory Defense
Double AgentDouble Agent
Instant
If a Secret Agent card is used, you may void it seffects and take it into your hand.
When the discard pile is shuffled and reused, this card must bediscarded, even if it has not been played yet.
Anti-Secret Agent
Secret AgentSecret Agent
Instant
Cancel the effects of any card.
When the discard pile is shuffled and reused, the secret agentmust be discarded, even if he has not been played yet.
Secret Agent
Defensor FortisDefensor Fortis
Instant
Cancel one non-nuclear attack against anyuncontrolled home territory.
After defending against an attack, you may place the targetterritory in the discard pile.
Home Territory Defense
Defensor FortisDefensor Fortis
Instant
Cancel one non-nuclear attack against anyuncontrolled home territory.
After defending against an attack, you may place the targetterritory in the discard pile.
Home Territory Defense
Iron ReignIron Reign
Instant
Cancel one non-nuclear attack against anyterritory under your control.
Foreign Territory Defense
Iron ReignIron Reign
Instant
Cancel one non-nuclear attack against anyterritory under your control.
Foreign Territory Defense
NeutralityNeutrality
Discard a visible home territory that is not underanother player s control.
Retreat
NeutralityNeutrality
Discard a visible home territory that is not underanother player s control.
Retreat
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