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SKIRMISH

Modern Card Warfare

explanations.) Whoever loses the SKIRMISH loses one (1) Defense. (Flip the Defense card over to indicate that it has been lost by revealing the large X.) (HINT: There are many things you can do during a SKIRMISH to help lead your troops to victory! See unit descriptions and the Q&A for in depth help and strategy.) Players then draw back up to five (5) units (cards) and repeat the SKIRMISH process until you capture your opponents Flag. (HINT: To capture your opponents flag knock out their entire Defense, then it only takes one more successful SKIRMISH to claim complete victory!)

Welcome to SKIRMISH: Modern Card Warfare where the goal of


the game is to out bluff, out match, and out last your opponent in a fastpaced, no-holds-barred fight. Break through your opponents defenses and capture his flag for the win!

QUICK START GUIDE:


Each player takes up one SKIRMISH: Modern Card Warfare deck. Place the Flag card in front of yourself face up. Place the seven Defense cards out in front of your Flag face up.

UNIT DESCRIPTIONS AND ABILITIES


Each players army is well suited for the rigors of battle. These descriptions will help you get to know each and every unit and how to best utilize their abilities (if they have any). Private (Power level 1): Privates are the backbone of your army and fresh new recruits that are chomping at the bit to show their prowess and mettle in the heat of battle. Each Private has one of two different abilities that will help you forge your way to victory. Reinforce:1 (ability): You may play a card with the Reinforce ability from your army (hand) at anytime during a SKIRMISH. You can play as many Reinforce cards as you have in your army (hand). By playing a Reinforce:1 card you essentially increase the power number of your Skirmisher by one (1) point. Likewise a Reinforce:2 increases the power number of your Skirmisher by two (2) points.

Let the battle begin!


Each player draws five (5) cards. These are the current units you have at your disposal; simply put, this is your Army. (HINT: There is no need to decide who goes first, each SKIRMISH happens simultaneously.)

SKIRMISH!
Decide which unit (card) in your army you want to have fight for you in the battlefield as a SKIRMISHER. Place and hold that unit (card) out in front of your Defense. When your opponent has done the same simultaneously flip your units (cards) to reveal the victor of the current SKIRMISH. Whichever unit (card) has the highest power number is the victor. Units (cards) then go to your Triage (discard pile). If there is a tie on power and no Reinforce unit (card) is played from either player then an BATTLE has begun. (See Game Terms for in-depth discussions and

Field Review (ability): If this is your current SKIRMISH unit in the battlefield you may choose to perform a Field Review. If you do, immediately move this unit (card) to your Triage (discard pile) then flip the top card from your Reserves (drawing card stack) and place that card into the current SKIRMISH. This new unit (card) is now your Skirmisher.

Sniper (ability): The Sniper unit is used to knock down the enemys top brass. Snipers defeat Generals and Field Marshals; during any other SKIRMISH the Sniper is treated as power level 3. Lieutenant (Power level 4): Lieutenants The wanna-be officers that have seen as little or less action than recruits still in boot camp, but rank is rank and a Lieutenant can and will offer you great support and aid in your times of need. Reinforce:1 (ability): See the description under Private.

Corporal (Power level 2): Corporals are those privates that have lived to see the next battle. They are somewhat more competent and weary than a Private but still very green and inexperienced. Corporals provide the same abilites as Privates. Reinforce:2 (ability): See the description under Private. Field Review (ability): See the description under Private. Sergeant (Power level 3): Sergeants are those field personnel that you would trust your life with and feel safe doing it. These units have seen plenty of action and are worthy veterans that anyone would love to see on their side of the battle when things start getting tough. A few select Sergeants have been trained in the art of bomb defusing and are a major asset to your army. Bomb Buster (ability): In addition to being a tried and true Sergeant this unit can defuse hot situations (ha!). If this unit is caught in a SKIRMISH with an enemy Bomb, that Bomb does nothing to you. Instead the Bomb Buster turns the Bomb against the opposing player and he loses one (1) Defense. During any other SKIRMISH the Bomb Buster is treated as power level 3.

Captain (Power level 5): Captains are the heavy-hitting meat and potatoes of your army. With several grizzled veteran Captains at your disposal these units are a great go-to for when you need to break through your opponents Defense. Captains also know your troops and can sniff out enemy Spy units when confronted. Spy Buster (ability): If a Captain steps onto a battlefield and is confronted by an enemy Spy, then the jig is up. Captains turn Spies into your pawn, and you get to view your opponents hand and then direct him to what unit he has to deploy in the very next SKIRMISH! Devious! During any other SKIRMISH the Spy Buster is treated as power level 5.

Major (Power level 6): Those who have managed to put several tours of duty and successful sorties under their belts may find themselves being called Major. Majors have proven their worth time and time again: use them when you want to make your opponent quake in their boots. Majors have no abilities, they just kick butt.

Field Marshal (Power level 9): When all morale is lost and a rally cry is needed the Field Marshal is the unit you turn to. With an overwhelming amount of experience and expertise in warfare, the Field Marshal is next to nigh-invincible on the battlefield. Field Marshals have no abilities.

Colonel (Power level 7): When a Colonel steps onto a battlefield your victory is nearly guaranteed. With their cunning experience and distinguished record, a Colonel is your best friend. Colonels have no abilities other than to rein holy terror on the battlefield.

Bomb: For that special occasion when you need to win a SKIRMISH, the bomb is always there for you. Bombs defeat ALL units expect for the Bomb Buster. Bombs also destroy Bolster Defense cards. If you and your opponent each play a bomb, you each lose one (1) defense.

General (Power level 8): Generals are few and far between. These great veterans are what all officers aspire to become. Use their experience wisely. Generals have no abilities.

Spy: When you need to see what your opponents army compromises of, send in the Spy. When a Spy is revealed during a SKIRMISH and your opponent does not reveal a Captain (Spy Buster) or Bomb, your Spy unit successfully infiltrates into your opponents base. Your opponent must then reveal his army (hand) to you. With this information the true power of the Spy can be utilized; you now get to tell your opponent what unit they will play during the very next Skirmish. Afterwards your Spy is then put into your Triage (discard pile), but your opponents SKIRMISHER on the

battlefield returns to his army (hand). Your opponent does not lose any Defense. If your opponent played a Bolster Defense card that card is played successfully and the Spy infiltration is successful as well. Spy cards cannot be played during a Battle unless that player has no other cards in hand. If so, treat the Spy card as a unit that has the power level of zero (0). Bolster Defense: Bolster Defense cards cannot be played during a Battle, only during a SKIRMISH (see Battle for further details). Need some extra defense? Want some breathing room? Falling quickly behind? Bolster Defense is just what you need. When you play a Bolster Defense card as your SKIRMISHER and your opponent does not reveal a Bomb, turn up one of your lost Defense cards. You may have more than seven (7) Defense at any time (just add the Bolster Defense to your Defense line). If your opponent did not reveal a Bomb or Spy card during the SKIRMISH they return their unit (card) to their army (hand). You were busy building your Defense back up and your enemy came upon an empty and quiet battlefield. If your opponent revealed a Spy (card), show your opponent your army (hand) then continue play with your Bolster Defense. If your opponent played a Bomb unit (card), your Bolster Defense card is destroyed and you lose one (1) Defense. Bolster Defense cards cannot be played during a Battle unless that player has no other cards in hand. If so, treat the Bolster Defense card as a unit that has the power level of zero (0).

Bomb Buster (ability): In addition to being a tried and true Sergeant unit this unit can defuse hot situations. If this unit is caught in a SKIRMISH with an enemy Bomb, that Bomb does nothing to you, Instead the Bomb Buster turns the Bomb against the opposing player and he loses one (1) Defense. During any other SKIRMISH the Bomb Buster is treated as power level three (3). Spy Buster (ability): If a Captain steps onto a battlefield and is confronted by an enemy Spy, then the jig is up. Captains turn Spies into your pawn, and you get to view your opponents hand and then direct him to what unit he has to deploy in the very next SKIRMISH. Devious! During any other SKIRMISH the Spy Buster is treated as power level five (5). Sniper (ability): The Sniper unit is used to knock down the enemys top brass. Snipers defeat Generals and Field Marshals; during any other SKIRMISH the Sniper is treated as power level three (3). Battle: When a SKIRMISH is tied for power and players have no more reinforce units (cards), a Battle takes place. Leave the current SKIRMISH units (cards) on the battlefield and select from your army (hand) another unit (card) to SKIRMISH your opponent with. Treat this as a new SKIRMISH (Reinforce units (cards) may be played, Field Review unit (cards) may be played). Repeat as many times as needed until a victor has been decided. At the end of the Battle count up the amount of SKIRMISHES that took place, the losing player loses one (1) Defense for each SKIRMISH counted. Bolster Defense cards and Spies may not be played during a battle unless that player has no other cards in hand. If so, treat the Bolster Defense and Spy cards as units (cards) that have the power level of zero (0). Field Review (ability): If this is your current SKIRMISH unit in the battlefield you may choose to perform a Field Review. If you do, immediately move this unit (card) to your Triage (discard pile) then flip the top card from your Reserves (drawing card stack) and place that card into the current SKIRMISH. This new unit (card) is now your Skirmisher.

GAME TERMS
Army: Your army consists of the current cards in your hand. You start by drawing five (5) cards, and after each SKIRMISH or Battle draw back up to five (5) before the next SKIRMISH begins. Battlefield: The area in between you and your opponent where SKIRMISHES take place.

Reinforce:X (ability): You may play a card with the Reinforce ability from your army (hand) at anytime your current SKIRMISHER is losing the SKIRMISH or if the SKIRMISH is tied and you do not want to go to Battle. You can play as many Reinforce cards as you have in your army (hand). The number after the ability name indicates how much power that particular Reinforce card can add to the current SKIRMISHER. Reserves: Your reserves are the pile of cards that you have shuffled and are drawing from. SKIRMISH: The battle between your unit (card) and your opponents unit (card) that takes place out in the battlefield. Triage: The triage is your discard pile where all cards go after a SKIRMISH or Battle. Skirmisher: The unit (card) that you and your opponent choose to send to the Battlefield.

CREDITS
The following people made this game possible. Game Concept: Artwork: Play Testers: Jayson Murray Jayson Murray, Matt McCabe Jayson Murray John Kenny Matt McCabe Jillian McCabe Crystal Murray Carrie Murray Keith Murray Rachel Murray Todd Evans

LEGAL
SKIRMISH: Modern Card Warfare is 2012 House Murray Entertainment. All rights reserved.

CONTACT US
jayson@skirmishcardgame.com

Situational FAQ
Q: What happens during a Spy vs. Spy Skirmish? A: Spy vs. Spy was an awesome game. But in this case for Skirmish, each spy sees the other and knows that they have been exposed. By being exposed each spy then reveals what rank they hold in their respective army. Treat this situation as though both Spies have the Field Review ability and see what they truly are! Q: How do you handle bombs in three and four player games? A: During a three or four (or more!) player game the Bomb hits all opponents. The only way to avoid being hit from the bomb is to play and Bomb Buster, and the Bomb Buster only protects the person who played it (and thus turns the bomb that came at them around at the player(s) who threw it at them). All other opponents are still bombed as well. Q: How do you handle a Sniper in three or four player games? A: In three or four (or more!) player games special abilities take place first. Therefore if player A plays a General (8), player B plays a Major (6) and player C plays a Sergeant Sniper (3) the sergeant goes first. In this case player C would destroy the General and player A would lose a Defense, then the Sergeant and Major would Skirmish with the Major coming out as the victor while player C loses a Defense (but at least they took down the General with them!)

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