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Call of Duty: Black Ops – Free-For-All Card Game thumbnail

Call of Duty: Black Ops – Free-For-All Card Game

Call of Duty: Black Ops – Free-For-All Card Game Rulebook

Table of Contents

Table of Contents

  • Object of the Game
  • Components Overview
  • Setup
  • Let's Go!
  • 1-Reveal Event and Deal Load Out
  • 2-Keep or Trade Load Out
  • 3-Reveal and Modify Load Out
  • 4-Score
  • 5-Elimination or Winner

Object of the Game

The game is played in rounds. Collect, trade, and modify Load Out cards to avoid ending each round with the lowest value Load Out. The player with the lowest value Load Out loses one Health. When a player loses their last Health they are eliminated from the game. The last player with one or more Health left wins.

Components Overview

  • 8 Specialist Cards. Each Specialist card has a unique power to use throughout the game.
    • Example: Nomad. Specialist Power: When you reveal the same Load Out as another player, draw two Care Package cards (instead of one).
  • 24 Event Cards. At the start of each round, reveal an event that will affect the game play.
    • Example: Search and Destroy. Event Directive: Players must discard Care Package cards until they have only 2. (The Event card text in the rules section below reads differently; both are printed as they appear.)
  • 52 Load Out Cards. Load Out values are 1-12. Air Strike guarantees a player cannot lose a round.
    • Example: a Load Out card with value 8 (Shotgun).
    • Example: Air Strike. Reveal Immediately. Draw a Care Package card. You cannot have Care Package cards played on you or lose Health this round.
  • 38 Care Package Cards. Change the value of Load Out cards or affect other players.
    • Example: Red Dot Sight (+2). Card Effect: +2 to any LOAD OUT. Play after Load Out is revealed.
    • Example: Hard Wired (Stop). Card Effect: Stop another player from trading their LOAD OUT with you. Play when another player attempts to trade their Load Out with you.

Setup

Shuffle all three decks of cards.

Players start the game with:

  • 1 Specialist Card
  • 4 Health Tokens
  • 1 Care Package Card

Place in the center of the table:

  • The Load Out deck (face-down)
  • The Care Package deck
  • The Event deck

These are the three shuffled card decks.

Let's Go!

This is a 5-player example, but all rules apply if played with more or less players.

  • Step 1: Reveal Event and Deal Load Out
  • Step 2: Keep or Trade Load Out
  • Step 3: Reveal and Modify Load Out
  • Step 4: Score
  • Step 5: Elimination or Winner

1-Reveal Event and Deal Load Out

The oldest player is the dealer for the first round. First the dealer will reveal an Event for the round.

Events will change the order of play, affect whether players may trade Load Outs, let players draw extra Care Package cards, and more. Event cards shown in the rules:

  • Search and Destroy: Players may play only 1 Care Package card.
  • Rolling Thunder: Players that reveal Air Strike may draw 3 Care Package cards. (Instead of 1.)
  • Comeback: When revealed, players who do not have any Care Package cards draw 2 Care Package cards.

Deal one Load Out card to each player face-down. Players peek at their card to see their Load Out's value.

If a player is dealt an Air Strike card, they reveal it immediately and draw a Care Package card. They cannot have Care Package cards played on them OR lose this round.

2-Keep or Trade Load Out

The goal of each round is to NOT be the player with the lowest value Load Out. To avoid revealing the lowest Load Out, players must decide whether to risk trading a card with the player to the left or keeping the card they were dealt. At the end of the round, the player with the lowest Load Out loses one Health and discards it to the center of the table.

  • A. Each round starts (and ends) with the DEALER.
  • B. Trading cards begins with the player to the dealer's left, Seraph (1). Seraph has a Combat Knife [2] and decides to trade with Firebreak (2). Firebreak cannot refuse to trade and must give Seraph his Load Out card.
  • C. Since players can only trade with the player to their immediate left, Firebreak is forced to keep the card he was traded because Prophet (3) revealed Air Strike and cannot be traded with.
  • D. Prophet has Air Strike and cannot lose this round.
  • E. Ruin (4) has a Shotgun [8] and decides to keep his card. In addition, Ruin's power allows him to draw a Care Package card if he reveals an Assault Rifle or Shotgun Load Out.
  • F. Nomad (Dealer) has a Pistol [4] and wants to trade it. He must first reveal his card, then discard it and draw (and reveal) the top card from the Load Out deck.

The dealer trades with the top card of the Load Out deck.

The example diagram for this step reads: Reveal Event. Deal Load Out cards. Play proceeds clockwise to dealer's left.

3-Reveal and Modify Load Out

  • A. After trading with the deck, Nomad (DEALER) has a Revolver [3]. All other players now reveal their Load Out card.

All players that reveal a matching Load Out to another player's card draw a Care Package card. Players may also draw Care Package cards because of their Specialist Power.

  • B. Prophet (3) draws a Care Package card for revealing Air Strike. Seraph (1) and Ruin (4) both reveal Shotgun [8] and draw a Care Package card. Ruin (4) draws another Care Package card for his power. Firebreak's (2) power lets him draw a Care Package card if 3 other players draw cards in a round.

Now players have the chance to play Care Package cards from their hand to modify Load Out card values and/or generate other effects. Multiple Care Package cards may be played, and players may play cards in any order, but card effects do not stack and previous Care Package cards that might have been played on the Load Out card no longer apply. Only the most recent Care Package card played on each player's Load Out card is active and affects their Load Out value.

  • C. Firebreak (2) plays his -2 on Nomad (Dealer). Nomad has to subtract 2 from his Load Out changing its value to [1].
  • D. Seraph (1) and Ruin (4) do not have the lowest Load Out and choose not to play their Care Package cards. Prophet (3) also chooses not to play a Care Package card since he has Air Strike and cannot lose this round.
  • E. Nomad (dealer) does not have a Care Package card that would increase his Load Out.

4-Score

After all players have finished playing any Care Package cards, final Load Out values are compared. All players with the lowest Load Out must lose one Health.

  • A. Nomad has the lowest Load Out and loses this round, discarding one Health.

At the end of each round, revealed Load Out and played Care Package cards are placed in the discard piles and deal passes to the left. Do not shuffle cards until either deck runs out, then shuffle the discards to form a new deck.

  • B. The new round starts with Seraph as the new dealer, and play proceeds clockwise with the dealer revealing a new Event before dealing Load Outs.

5-Elimination or Winner

When a player loses their last Health, they are eliminated from the game. The last player remaining after all other players have been eliminated is the winner!

  • 32 Health Tokens. Players that end the round with the lowest value Load Out lose one Health.