Διασπορά αρραβώνες Card Game

This is for the Broken Wars: διασπορά αρραβώνες Card

Game. This game can be played by two or more players using decks built with our cards.

Each game represents a battle between two or more battlefield commanders that deploy bases and units to capture Strategy points and Resource points, expand their base, build new bases, and whose main goal is to destroy the enemies base.

Rules and Cards in this game reflect the universe by using Tactical and Strategical motivations in the game, and using Modern or Futuristic Tactics and Weapons.

# Introduction

## Resource

 Resource is required to deploy the cards in this game. Resource is produced by Resource, Outpost, and Upgrade Cards. At the end of your turn you lose any excess produced Resource that is not in Storage.

## Activate

 You activate cards by turning them clockwise to denote that they have been used. A Unit card is activated when attacking or moving the card to a Territory.

Some cards have Activated abilities, requiring that the card be activated to be used; cards with this ability will have this icon . Some abilities that require the card to be activated will also have a Resource Cost to which there will be a number appearing above a Resource icon immediately adjacent to the Activate icon.

## Beginning of Game

Setting up the game requires playing an Outpost, you have a total of 16 Resource to use for deploying an Outpost. Any resource that is not used is available on your first turn. You then play one Territory Card for every twenty cards in your deck.

## Object of the Game

Be the first to meet the victory points condition:

* Short Game 20
* Medium Game 40
* Long Game 60

## End of Game

When the Victory Point condition is met then the game is over. If a player's outpost is destroyed or they run out of cards to draw then they lose the game. On a technicality, if the game ends because only one player remains but one of the defeated players has the most victory points then they get a partial victory.

# Turns

Unlike in most games where one player takes a turn, and then the next player; players take the turn at the same time. This is to reflect a real time example, while you are moving your troops so is the opponent.

This game still makes use of turns, and has rounds that occur during the turn, the order of rounds is:

## Standby Round

During the Standby Round you may select cards from your hand to discard to your shuffle pile (if any), you may deactivate any cards that can be deactivated (if any), and you calculate out what your Resources are based on what you produced in addition to whatever you had in Storage (if any).

## Draw Round

During the Draw Round players will draw until their hand has 10 cards in it. If the player’s hand already has 10 cards in it then they do not draw any cards. If the player cannot draw 10 cards from their deck or shuffle pile then they automatically lose the game as there are no more assets for the mission.

## Construction Round

During the Construction Round players can use Resources to place any Upgrade cards onto their Outpost or Territory cards. Any abilities on upgrade cards can be used at this time, additionally any effects that involve repairing structure occur during the construction round.

## Deployment Round

During the Deployment Round players can play any available Unit cards if they have the Resource cost and the Unit Support Slots available. Any cards deployed during this phase are placed in the Deployment Zone and cannot be used during this turn, except when defending your outposts.

## Engagement Round

During the Engagement Round you may activate Unit Cards to attack the opponent's Outpost.

## End Round

During the End Round the turn comes to a conclusion and you start over again with the Standby Round.

# Engagements

When cards are engaged in combat, when attacking a defender, or attacking the opponent’s outpost, then both players roll a d5 and add the result to their attack and survival/structure. If the combined result is high enough to reduce the opponent’s survival/structure to 0 then the opposing card is destroyed.

Any damage dealt to a cards survival is removed during the controlling player’s end round. Any damage dealt to a card structure is dealt in the form of damage counters and remains in play until removed by the repair ability or some other ability.

Players need to ensure that they are keeping track of equipment cards and other cards that would alter their cards attack and survival/structure, or what other bonuses and abilities are applied during an engagement.

Additionally during an engagement either player can use Tactical Cards to grant additional changes to the results of a combat.

If an attacking card does not destroy the defender then they are placed, activated, back at the position they were attacking from.

If an attacker uses multiple cards against a defender, then the attacker rolls one dice but adds the value from each attacking card.The defender deals any damage to the attacking cards, in a manner of the defender’s choice; thus if they can deal enough damage to destroy two attackers then they can.

# Deck

You cannot have more than 4 cards of the same name.

The minimum deck size is 30 cards. In Tournament Rules the deck size is 60 cards.

# Zones

## Scrapyard

This is where cards are placed after they have been used or destroyed. Cards in the Scrapyard are effectively out of the game unless they are brought back in via some ability. Cards that are discarded as a result of the Sabotage ability are placed in the Scrapyard.

## Shuffle Pile

The shuffle pile consists of cards that have been discard from your hand during the Standby Round. When your Deck is empty then any cards in the Shuffle Pile can be shuffled and re-added to your Deck.

## Deployment Zone

Units Cards that come into play are placed in the Deployment Zone. The Deployment Zone is on, or to the side, of your Outposts. Any cards in the Deployment Zone can be used to defend your Outposts if attacked. Unit Cards in the Deployment Zone can be moved to your Territory Field or can defend your Outpost.

## Equipment Zone

Equipment cards that have been deployed but have not yet been equipped to anything are placed into this pile. When a unit card is destroyed then any attached Weapons, Tools, or Armor equipment will return to this pile until attached again.

# Cards

## Upgrade Cards

Upgrade Cards are cards denoted either by a Field Card icon in the lower right corner or by a Base Icon (Compounds) in the lower right corner. These cards can be attached to Resource Cards and Outposts. Although Resource Cards generally only have one Upgrade slot, Upgrade cards will generally provide additional upgrade slots. You can only play one Upgrade Card per turn.

Compounds do not take an Upgrade slot.

## Unit Cards

When a Unit Card comes into play then it is placed Activated into the Deployment Zone (cannot be used on this turn), or the Unit Card is placed attached to another Unit Card that is already in play.

The damage dealt to a cards survival will be removed during the end round. Damage dealt to a card structure is dealt in the form of damage counters that can only be removed through use of abilities.

## Equipment Cards

   Unit Cards are each limited to the amount of types of Equipment they can take, this value is determined on the information panel on a card with a number next to each card type that can be equipped. There are several types of Equipment Cards, some of which can, and some of which cannot, be equipped by some Unit Cards. The Unit Card itself will denote which type of Equipment, and how much of each type, it can support. Some cards can support having a Unit Card attached to them.

A Unit card that is attached to another unit card only can share the infantry ability, attaching a unit card also does not increase the equipment allowed. The equipment and abilities are still dependent on the equipped cards equipment and abilities. The unit card that is equipped only effectively shares the damage and survival as a bonus to the equipped cards damage and survival.

Talent, Weapons, and Armor Equipment are left on the field when the unit card is destroyed. These cards can then be placed into a equipment pile until you equip them again.

## Tactical Cards

Tactical Cards are cards that can be played immediately for a onetime effect. Generally these cards are played while making an attack to gain a boost on your attack. These cards can also be played when the enemy is attacking to penalize their attack.

## Outposts and Compounds

Outposts and Compounds are shuffled into your deck. Compounds are upgrades for a Outpost, and unlike other Upgrade Cards, Compounds do not take up an Upgrade slot.