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(Please Refer to Card Glossary for information on individual cards)

AC!D Manual
AC!D is a game of tactical espionage and strategic execution born from the ultimate stealth game,
Metal Gear. Familiar characters and items feature in a wide variety of cards. Consider each cards
special features, and how to combine them to carry out missions against your friends on the
tabletop.
AC!D for Tabletop Simulator is in no way affiliated with Konami, FOX Studios or Berserk Games .
This Starter Set for AC!D supports 2 players. After choosing either team Solid or Liquid, players then
need a 30 card deck to play. Two 30 cards decks are preassembled for each team, so give those a try
first.
The set includes:
Over 50 Cards from the MGS1 card set*.
2 Player tokens, 1 for each team
2 30 card premade decks, 1 for each team.
50 dice, 25 for each team.
2 Digital Cost Counters used for keeping track of Cost. 1 for each team.
10 Extra Digital Counters used for tracking individual card Costs.
1 Coin, used for determining who goes first.
1 Objective Marker, for objective games.
*MGS1 Card Set available from the starter pack, however a lot more cards are planned with CARD
PACKS available on the Steam Workshop. Keep an eye out for new packs!

GAME MODE 1: DEATHMATCH


A standard mode of play. 2 players go head to head to see who can reduce the other players LIFE to
0 first. Starting LIFE: 500.
GAME MODE 2: RUSH
A disk lies in the middle of the battlefield, players move quickly to grab it and bring it back to their
HQ. Best 2 out o 3. Starting LIFE: 300. Respawns enabled.
GAME MODE 3: UPLOAD
Similar to RUSH, players fight over a disk in the centre of the arena. Unlike RUSH, the aim is to hold
the disk for a set amount of Cost.
Pick a mode and shuffle the decks, drawing 6 cards each. This is the max amount of cards youll be
able to hold at once. Flip a coin to see who goes first and continue reading!

Regarding Cost:

Cost is a large factor of AC!D, reflecting the amount of time it takes to perform an action. The Cost of
actions performed with cards or by any other means is added up during a characters turn. An
actions Cost measures the amount of time required to perform it. The number in the top right
corner of the card designates how much it Costs. Using the digital counter in front of you, add the
Cost from the card. When your Cost goes up, your enemies Cost goes down, which is very important
to remember to determine which player gets the next turn.
Actions that dont have cards but have Cost are:

PUNCH: Hit your enemy at close range to knock them down (FALL) . Also deducts 10 LIFE from the
target and causes them to lose 1 card from their hand at random. Costs 4.
DISCARD: Discard 2 of your cards and draw 2 more. Costs 6.
Performing no action on your turn Costs 4.
After a player has performed all of their actions of chosen to end their turn, refer to the Cost
counters. The player with the lowest Cost goes next. By playing low Cost cards and Cost reducing
cards, its possible to have multiple turns in a row!
Cards such as Grenades have Cost timers associated with them. Use the spare digital counters to
keep track of Cost on the cards. Cost is added whenever a player uses a card that has Cost.
The Cost of cards changes depending on what Action you are playing the card on. For example,
playing a card of Cost 5 as your first Action costs 5, as normal. On the second Action, the cards Cost
is reduced by 1, making it 4. The third Action would make the card Cost 3, and so on.

Decks
Decks consist of 30 cards usually containing some of each type of card. Creating a balanced and fun
deck can be tricky, so be sure to keep trying and make something thats both enjoyable to use and
competitive against your friends. You can only take 4 cards of the same name in a deck and Cost
reduction adding up to -16. Keep it fair!
Running out of cards means you have to shuffle your discard pile back up to form a new deck. This is
called Reloading. It Costs 10 to do this, so keep an eye on the amount of cards left in your deck.

Regarding card types:

There are five types of cards in AC!D.

ACTION: Equippable items designed to give you the edge. Types of Actions includes cards that boost
your chance to HIT or allow you to Equip more items.
CHARACTER: Familiar faces with all kinds of abilities. Most Characters last until the end of your turn,
but check the card text and glossary for more information. Movement cards are included under
Characters.
ITEM: Some can be equipped but most are used instantly. Types of items including healing items
and body armor.
SUPPORT: Useful cards with interesting abilities, such as ones that reduce your Cost, or equippable
cards that can help you dodge attacks.
WEAPONS: Designed to inflict damage on your opponents!

Regarding Weapon Range:


Weapon types have a range associated with them. First identify the weapon type (you can
find this in the Card Glossary if youre not sure). Range works in the grid pattern, for
example, a pistols range is 3 x 3 around the character using the weapon. Other cards can
influence the range of weapons.
Pistols : 3 BLKS
SMGs : 5 BLKS
Assault Rifle : 8 BLKS
Sniper Rifle : 12 BLKS

4 Player AC!D
4 Player AC!D works mostly the same as 2 Player AC!D. Team up with an ally to defeat your
opponents! Keep costs low to ensure your team has the upper hand and remember, cooperation is
key!

Equippable and non-equippable cards:


Cards with arrows over the picture are equippable cards. These go into your Equipment and will be
eligible for INTERFERANCE (explained below) and their effects to be used. Weapons that are
equipped MUST be loaded with ammunition before you attack with them. To load a weapon, attach
another weapon card that uses the same ammo type to the weapon you want to load, then you can
fire it as normal. After firing, remove the attached card. It must be loaded again before firing.
Equipped weapons can be eligible for REACTION shots with or without ammunition, however the
weapon is discarded after use. Weapons fire the amount of bullets listed of the card it is loaded
from. For example, if the gun fires 45ACP x 4, you roll 4 dice and compare them to the HIT score. HIT
3+ would require 3s or higher on the dice to do damage or effects.

INTERFERENCE
The arrows on cards indicate an equippable item, but the arrows and colors also have meaning.
When an Item, Weapon etc is equipped, its Power and Activation Probability changes depending on
the place its used or the cards placed next to it. The following changes occur depending on the color
indicated at the top, bottom, left or right on the cards picture.
Red: Affects the card next to it with: ATK+10, HIT-1
Blue: Affects the card next to it with: ATK-10, HIT+1

Green: Affects the card next to it with: REA+1, ATK-10

REACTION
Some Weapon or Item cards that have been equipped are activated when your character is attacked
by an enemy. This is called a Reaction. After the card is activated, it is classified as a used card and
discarded until the next reshuffle. If an enemy attacks your character while they are equipped with a
Weapon card, it may be performed on the enemy. In that case, it is referred to as a Counter
Attack. In some cases, a Counter may be countered, and that Counter may be countered as well. This
could continue, resulting in a chain of Counter attacks. When a reaction occurs, no Cost is factored
into the total Cost. The Reaction occurs following the text on the card. For example, if a cards REA is
3+, you will need to roll a 3 or higher for it to activate.

Order of Play

After the player going first has been decided and each player has drawn 6 cards, the game can begin.
Each player has 2 actions they can perform per turn (by default). Move closer to your enemy or
equip some items, it pays to be well equipped but rushing your enemy is a welcome strategy too. Try
a few different ways of approaching the enemy!
Visibility is a factor in AC!D, as is range, so use cover to your advantage and get the drop on the
enemy.
Any card (except 0 costing cards) can be used to move 3 Blocks on the tables grid, or movement
cards can be used to move 4 or more blocks at a time. Moving using a non-movement card costs the
same as the cost on the card, so choose wisely and keep your Cost down to prevent your enemy
from taking multiple turns. In modes where inflicting damage is the key, keep up the pressure on
your enemy using weapons with various status effects that can be given to targets, such as:

Status Effects

Unconscious: Most commonly inflicted by performing various CQC moves against a target. If a target
is knocked down (FALL) when they have no cards in their hand, they become Unconscious.
Unconscious characters spend 3 actions waking up and usually results in a missed turn!

FALL / FAINT: When a character is knocked down, they have the FALL status effect. On their next
turn, they must spend 1 action standing back up. Upon being knocked down, they also lose a card
from their hand at random.
Bleed: A Character with bleed loses 20 health at the start of their turn for either 3 turns or until the
bleeding has been stopped by a Styptic or similar.

Play around with moving, using items and weapons, reacting and performing Counter attacks and
getting used to the cards. At the end of turns, check to see which player has the lowest Cost on their
counter. The turn then goes to them and the game continues. You may also choose to use a Cost
counter as a time limit for the game for quicker play. At the beginning of your turn, draw 2 cards, but
remember that the max hand limit is 6. Good luck!

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