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

    [email protected]. 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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