War Cards
War Cards Rulebook
Table of Contents
Table of Contents
Objective Cards
Each player receives an objective card, by draw. This objective must be kept secret until the end of the game.
Note that in each card, there are 2 objectives. Follow one of the objectives, according to the number of players in the match. It is important that before the draw, players read all possible goals.
Territory Cards
Territory cards must be shuffled and evenly distributed among players. They must be open and face up in front of each player.
Hint: Keep territory cards grouped by continents.
Special Cards
Special cards must be shuffled and placed on the side, face down, forming a pile. They will be won over the course of the game.
Each card has a different function, described in the card itself. Read it's text carefully.
Data Cards
These are the cards used for attack and defense. These cards are received according to the number of territory cards each player has.
The red dice of each card are used for attack, and the yellow dice for the defense.
General Card
The General card serves to indicate which player will start the round. It passes from one player to another each round, moving clockwise. A round ends after all players have had their turn to play. This way, whoever started a round will be the last to play the next round.
The Game
The player who will start the first round is chosen by draw. He will keep the General card.
At the beginning of each round, players count the number of territory cards they own and divide it by 2. The result of this count is the number of cards each player must receive (always rounding the result down).
Example:
- 12 territory cards: 6 dice cards
- 15 territory cards: 7 dice cards
This must be done in the beginning of each round. The minimum amount of data cards to receive is 3.
Note: When all the dice cards and special cards have been used, they must be shuffled and replaced in the game as a new pile.
How to Attack
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The attack may be carried out on any territory, provided that you have another territory on the same continent or have a territory card bordering the territory to be attacked (indicated in the card itself).
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The attacker must announce the territory from which the attack will be launched, and which territory will be attacked.
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In your turn, you can attack as many times as you want to conquer an opponent territory, as long as you have cards for that (data or special).
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Each attack must have a card confrontation.
Battle
To attack, you announce the target territory and choose the card (data or special) you want to use, leaving it face down.
The player who owns the attacked territory must then defend it, and for this he has two options:
- To use one of the cards in your hand.
- To take a card from the pile.
The defense card must be placed over the attack card, upside down, so that the column with the attack dice (red) is next to the column with the defense dice (yellow), as shown in the figure.
The dice comparison is made from the highest number to the lowest. The die with more points of the attacker is paired with the one with more points of the defender. The winner will be the one with the most points. In the case of a tie the victory will be of the defense.
Next, the second and third dice with more points are compared, as in the previous case. The comparison will be as follows:
| COMPARISON | ATTACK | DEFENSE | VICTORY |
|---|---|---|---|
| HIGHEST | 6 | 4 | ATTACK |
| SECOND HIGHEST | 6 | 3 | ATTACK |
| MINOR | 3 | 3 | DEFENSE |
WINNER: ATTACKER
In this case, the ATTACKER WINS the battle, by having 2 wins against 1 of the defense.
At the end of each battle, all cards (data or special) used are discarded.
Territory Conquest
If, as an attacker, you win the battle in the dice clash, you will get the defender's territory card.
If you lose, nothing happens.
Subsequently, you will be able to make new attacks, trying to conquer other territories.
Fin de Ronda
(Heading as printed on the leaflet.)
The game continues, always in clockwise orientation.
After completing the attacks, the turn passes to the player on the left, who decides whether or not to attack, and passes the turn. When the last player in the round ends his attacks, the round ends and the General card passes on to the next player.
Start of the Next Round
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Players who have won at least one territory card receive 1 special card, regardless of the number of territory-letters conquered.
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Players who own an entire continent, that is, all continental territory cards, receive extra special cards, as shown in the table below:
| CONTINENT | SPECIAL CARDS |
|---|---|
| NORTH AMERICA | 2 |
| SOUTH AMERICA | 1 |
| EUROPE | 2 |
| AFRICA | 2 |
| ASIA | 3 |
| OCEANIA | 1 |
- All players count how many territory cards they have and receive new dice cards.
At any given time in the game, you may have up to 15 cards (dice + special) in your hand. If you exceed this limit, you must discard the exceeding cards of your choice.
- A new round is then started.
Elimination of Another Player
If, during the game, you completely destroy another player, that is, leave him without any territory card, you then receive the cards of the eliminated player, though always bearing in mind that the limit of cards in his hand cannot be exceeded.
End of the Game
The game ends when a player completes his objective.
At this time, he must show his objective card, making his victory verifiable.
LET'S HAVE FUN!