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JUAN A. NÁCHER SCOPE STALINGRAD Empty Area cards deck Empty Area cards deck Area cards deck ty ty mpt m a r r A A A e A A r Are Area A ea A cards dec cards dec ca r s s e k k k ec k c a c c a d d r d d c c e k k k ty ty mpt m y pt pt y y y t E p ty E E E E E p m t E E ty ty y mp Em Empty Area cards deck Empty Area cards deck GERMAN FRONT GERMAN FRONT GERMAN FRONT T O R F F N A A R N N N E M E E A R R E E E F F F A A A R R A A A E E F F N N N R R R R R R M M M M M M M E F R R N N A RO R RO GERMAN FRON NT T G G G G G O O N N N N N N T GERMAN FRONT GERMAN FRONT SOVIET FRONT SOVIET FRONT SOVIET FRONT T R F F T T ET ET ET V V OV OV SO SO E V V V O O R F F F E E E S S R F F R R R V V V T F E R RO R RO SO S SO O O N NT T S S S S S S S S O O N N N N N N T SOVIET FRONT SOVIET FRONT Eliminated Targets (Score) Eliminated Targets (Score) ) ts arget nated n m m (Score Sc co or e) (S S S S S (S (S (S S S S Score Score Sc co ) ) ) ( ( c c o e r s s ted te nat n m m ts ts arget gets et Eliminated Tar ed d Ta ar t a d e a d t E E E E E E m n m E E ted te ed na n na m m E t a g ts e Ta Ta r g t Ta ts ts arge a e T Eliminated Targets (Score) Eliminated Targets (Score) Quadrant Quadrant Quadrant r t t Q t t t t Q rant Quad Q r t t Q t n t d uadra r dra ran Q u Q a u Q Q t a Quad Qu a ad ran r t a r Quadrant Quadrant Revealed Area Revealed Area Area e Revea e r Are Area A ea r r A A A A A a ed ve ev R e Revea Re v ev ed v ve ev ev R v a d e e e a R d R ed e ed Revea Re v ea R R R Revealed Area Revealed Area Shot Card Shot Card hot Card h S rd Ca C Shot hot h S S Card Ca t C t r r r Ca C t C t h o ho ho ot S S S S S S S S t a C C a t Card Ca d r d Shot Card Shot Card Player Zone Player Zone Row Row w ow R ow w ow Ro o w ow Ro o Ro ow w R R R R w w w w o w Row Row Column Column Co n m u Co C C C o umn u Co Co Co C C n Column Column ed e d ed e d ed e e d d y y y y y y y y y y y y y y y y y y d d d d d d d The year is 1942, World War II. Germany and the Soviet Union fight fiercely for the control of a ruined Stalingrad. In this merciless urban combat, snipers from both sides have a decisive role, spreading chaos and shooting down priority targets in the enemy front. In SCOPE each player controls a sniper team that must eliminate the rival sniper team and other strategic objectives, looking for targets, changing position and shooting wisely to not be discovered and eliminated. Player Zone ay ye yer Zon layer Zone Pla lay aye yer er Z Zo Zon l Pla Pla Zo er ye one ne Pl Player Zone Player Zone The game consists of 60 cards: 6 Sniper cards (3 German and 3 Soviet). 28 Empty Area cards (14 German and 14 Soviet). 20 Unit cards (2x5 German and 2x5 Soviet). 4 Decoy cards (2 German and 2 Soviet). 2 Shot cards (1 German and 1 Soviet). Shot Card: represents the loud noise of the shot. It is placed on the Quadrant from where the Sniper has Shot. It remains in that position until the start of their next turn. Sniper/Unit Card: the icon on the left shows the type of unit. The icon on the right indicates the Objective Points received by eliminating this enemy. Area Cards Unit Cards Sniper Empty Area Decoy Officer Scout Mortar Machine Gun Infantry BASIC GAME Two players alternate turns during the game. In a turn, each player must perform only one of the following two actions: SEARCH: the player reveals an enemy Area Card. If the card contains a Sniper or Unit, the player can Shoot and eliminate it. If you decide to Shoot, remove the Area Card and place it in your scoring zone. Then, place your Shot Card in the center of a Quadrant of your Front SEARCH the player reveals an enemy Area Card If the card contains a Sniper where there is at least one Sniper. The removed card is replaced by an Empty Area card of the same Front. If the revealed card is a Decoy the player is obliged to Shoot without removing the Decoy from the Front. GAME SET UP: each player places their Area Cards face down, in a rectangular matrix that forms their Front. You can arrange the cards anywhere. The number and type of cards depends on the chosen Scenario. A player can look at their cards whenever they want during the course of the game. The cards of both fronts are kept face down throughout the game and they will also be placed face down when moved, replaced and after being revealed during the game. The German Player always starts the game. OBJECTIVE: the player who first eliminates all the Snipers of the rival team or who first reaches the Objective Points of the chosen Scenario wins. BASIC SCENARIOS When starting a game, players choose which Scenario they want to play. This determines the size of the matrix and the number of cards of each Front, as well as the Objective Points necessary to achieve victory. When preparing the Scenario, the Area Cards indicated in the following table are included in each Front. Both Fronts are symmetrically aligned by their first row to form the battlefield. Quick Duel 4x3 5x3 4x4 6x3 5x4 2 3 3 3 3 1 2 2 2 2 1 1 1 2 2 1 1 1 2 2 1 1 1 2 2 1 1 1 2 2 2 2 3 5 6 7 7 9 9 Front Size SCENARIOS Number of cards on each Front Open Front Deep Front Open Battle Deep Battle Objective Points * Columns x Rows. * 6 5 4 1 1 1 MOVE: the player takes the 4 cards of any Quadrant (group of 2x2 Area Cards) from their Front, and rearrange them as they wish in the same Quadrant. Only Quadrants with 4 allied cards can be MOVED.

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  • JUAN A. NÁCHER SCOPE STALINGRAD

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    The year is 1942, World War II. Germany and the Soviet Union fight fiercely for the control of a ruined Stalingrad. In this merciless urban

    combat, snipers from both sides have a decisive role, spreading chaos

    and shooting down priority targets in the enemy front.

    In SCOPE each player controls a sniper team that must eliminate the rival sniper

    team and other strategic objectives, looking for targets, changing position and

    shooting wisely to not be discovered and eliminated.

    Player ZonePlayerPlayer

    yer ZonePlayer ZonePlayer ZonePlaPlayerPlayer

    yeryer Zo

    Zo Zone

    PlayerPlayerPlayerPlaPla

    Zoyeryer Zonene

    PlaPlayer ZonePlayer Zone

    The game consists of 60 cards:

    6 Sniper cards (3 German and 3 Soviet).

    28 Empty Area cards (14 German and 14 Soviet).

    20 Unit cards (2x5 German and 2x5 Soviet).

    4 Decoy cards (2 German and 2 Soviet).

    2 Shot cards (1 German and 1 Soviet).

    Shot Card: represents the loud noise of the shot. It is placed on

    the Quadrant from where the Sniper has Shot. It remains in that

    position until the start of their next turn.

    Sniper/Unit Card: the icon on the left shows the type of unit.

    The icon on the right indicates the Objective Points received by

    eliminating this enemy.

    Area Cards Unit Cards

    Sniper Empty Area Decoy Officer Scout Mortar Machine Gun Infantry

    BASIC GAME

    Two players alternate turns during the game. In a turn, each player must perform

    only one of the following two actions:

    SEARCH: the player reveals an enemy Area Card. If the card contains a Sniper

    or Unit, the player can Shoot and eliminate it.

    If you decide to Shoot, remove the Area Card and place it in your scoring

    zone. Then, place your Shot Card in the center of a Quadrant of your Front

    SEARCH the player reveals an enemy Area Card If the card contains a Sniper

    where there is at least one Sniper. The removed card is replaced by an

    Empty Area card of the same Front. If the revealed card is a Decoy the

    player is obliged to Shoot without removing the Decoy from the Front.

    GAME SET UP: each player places their Area Cards face down, in a rectangular

    matrix that forms their Front. You can arrange the cards anywhere. The number

    and type of cards depends on the chosen Scenario. A player can look at their

    cards whenever they want during the course of the game. The cards of both

    fronts are kept face down throughout the game and they will also be placed

    face down when moved, replaced and after being revealed during the game.

    The German Player always starts the game.

    OBJECTIVE: the player who first eliminates all the Snipers of the rival team or

    who first reaches the Objective Points of the chosen Scenario wins.

    BASIC SCENARIOS

    When starting a game, players choose which Scenario they want to play.

    This determines the size of the matrix and the number of cards of each

    Front, as well as the Objective Points necessary to achieve victory.

    When preparing the Scenario, the Area Cards indicated in the following

    table are included in each Front. Both Fronts are symmetrically aligned by

    their first row to form the battlefield.

    Quick Duel 4x3

    5x3

    4x4

    6x3

    5x4

    2

    3

    3

    3

    3

    1

    2

    2

    2

    2

    1

    1

    1

    2

    2

    1

    1

    1

    2

    2

    1

    1

    1

    2

    2

    1

    1

    1

    2

    2

    2

    2

    3

    5

    6

    7

    7

    9

    9

    FrontSizeSCENARIOS

    Number of cards on each Front

    Open Front

    Deep Front

    Open Battle

    Deep Battle

    ObjectivePoints

    * Columns x Rows.

    *

    6

    5

    41

    1

    1

    MOVE: the player takes the 4 cards of any Quadrant (group of 2x2 Area

    Cards) from their Front, and rearrange them as they wish in the same

    Quadrant. Only Quadrants with 4 allied cards can be MOVED.

  • Thematic Scenarios are a version of the Basic Scenarios that add replay value.

    You can also create your own Thematic Scenarios.

    To play a Thematic Scenario, you start from the configuration of a Basic

    Scenario and add or remove cards or rules as indicated.

    In thematic scenarios, the victory condition by points is replaced by

    the one indicated in the scenario. Eliminating all enemy Snipers remains

    as a victory condition.

    DUEL OF ACES

    Use only one Sniper card in each Front. All remaining Sniper cards are placed in their own Player Zone. Each time a Sniper in game receives a Shot,

    the attacked player hands over one of the allied Sniper cards from his zone,

    instead of removing the Sniper in game. The Sniper in game is eliminated

    when he receives the third shot. The Sniper cards deliver a score normally.

    In Advanced Mode, an ASSAULT directly eliminates the Sniper in game.Same Basic Game conditions (eliminate Sniper and points).

    THEMATIC SCENARIOS BREAK THE CHAIN OF COMMAND

    Use the 2 Officer cards of each side.

    All enemy Officers are eliminated.

    NEUTRALIZE THE ARTILLERY

    Use the 2 Scout and 2 Mortar cards on each side. All enemy Scouts and Mortars are eliminated.

    STOP THE ADVANCE (Advanced Mode)

    Use the 2 Machine Gun and 2 Infantry cards on each side.

    One of your Infantry units reaches the last row of the enemy Front.

    OFFENSIVE WITHOUT SNIPERS (Advanced Mode)

    Play without the Sniper cards on each side. In the REINFORCEMENT action

    you can retrieve 1 Mortar and 1 Infantry card (2 at a time), or just 1 Infantry

    card as usual.

    All enemy Officers, Machine Guns, and Rangers are eliminated.

    ADVANCED MODE

    Advanced Mode adds rules to the Basic Game, making it a more complete

    and challenging game experience.

    This mode can be played in any Basic or Thematic Scenario.

    In this game mode, Unit Cards provide more actions to choose from in turn,

    so that the player has more options depending on the allied units present in

    the Front. Similar to the Basic Game, players can only use only one action

    per turn (or 2 with the extra DEPLOYMENT action).

    MOVE action is always available, regardless of the player's units present

    in the Front.

    SNIPER

    SEARCH: in Advanced Mode, the

    Sniper is the unit that provides the

    SEARCH (and Shoot) action of the

    Basic Game.

    OFFICER

    DEPLOYMENT: reveal an Allied

    Officer card to gain an extra MOVE

    action, which can be used before

    or after the normal turn action.

    MACHINE GUN

    OFFENSIVE FIRE: reveal a card adjacent, orthogonal or diagonal,to an allied Machine Gun, without revealing the Machine Gun's position.

    Also, you can Shoot that card by

    revealing the Machine Gun. The Shot

    Card is not used. If the card is a Decoy

    you must reveal the Machine Gun.

    SCOUT

    RECOGNITION: if there is an allied

    Scout in the Front, reveal up to

    two horizontally adjacent cards

    (same row) without Shooting.

    The allied Scout is not revealed.

    MORTAR

    HOWITZER: reveals the position of an allied Mortar unit and Shoot

    directly (without first revealing) at an enemy Area Card that is not

    adjacent, orthogonal or diagonal,

    to the Mortar unit. The Shot card is

    not used. If the attacked card is a

    Decoy it is removed from the Front

    and replaced by an Empty Area.

    INFANTRY

    ASSAULT: reveal an allied Infantry unit to choose a Quadrant that includes this Infantry and other cards from any Front. All enemy cards in the Quadrant are revealed.

    REINFORCEMENTS: if any of your

    Infantry units has been eliminated, you

    can choose a Quadrant adjacent to your

    Player Zone, change an Empty Area card

    from this Quadrant for the eliminated

    Infantry card (return to the game) and

    then MOVE the same Quadrant.

    DEFENSIVE FIRE (passive): if a Machine Gun is revealed in an ASSAULT, the assaulting

    Infantry unit is eliminated and the ASSAULT is interrupted without further effect.

    You may place the Infantry card in the position of any other enemy card in the Quadrant. If this card is a Sniper or Unit, it is eliminated. If it’s an Empty Area ora Decoy, it is removed from the Front.The gap left by the Infantry is filled with an Empty Area on the same Front.

    3-4 PLAYERS (Advanced mode)

    In 4 Player Games each side is divided

    into Snipers and Units. So that each

    player controls one of this Divisions.

    It is played by teams.

    The round is divided into 4 turns, in

    which the corresponding player can

    only MOVE (in his entire Front) or use an

    action from the cards of their Division.

    In 3 Player Games a player leads the

    two Divisions on the same side.

    The previous action limitation must be

    maintained in each turn.

    Turn 1Turn 2Turn 3Turn 4

    Player 1Player 2Player 3Player 4

    UnitsUnits

    SnipersSnipers