Force # Notes
1 15 1 12 1 10 3 9 5 8
7 7 Discard to prevent the conflict
9 6 Discard to let your stack retreat at start of conflict
11 5 13 4 15 3
# = Number in Deck
EVENT CARDS LIST
Card Name- Effect
Mutation- Your Race loses one old power and gains a new one from your hand.
Population Explosion- Genesis Phase: Target world gains +5 tokens
Power up- Value of target Force card is doubled.
Universal Peace- No conflicts this round. Play in opportunity Phase
Temporal Nexus- You may take another turn this round
Supernova- Destroy all tokens on target non-home world
Worm Hole- Move target stack you control to any planet
ALIEN EMPIRES EXCEL SPREADSHEET
By Peter Cobcroft.
with some handy tools for running a PBeM version of Alien Empires.
Go Here for file.
VARIANTS
Add, delete, and alter cards.
Start with fewer or more race abilities.
Technology Advances: Every 10 turns gain a Racial Ability.
Terrain: Add obstacles: black holes, supernovas, nebulas to map.
Setup: Bid for Race Abilities.
Background: Detail several races with set racial abilities.
Divide deck up between players.
Add force multiplier cards.
Give individual planets special rules.
Go to Old version of rules
AFV INTRODUCTION
Two Player Card Game of Modern Tank Combat.
VICTORY
Reduce your opponent to 0 AFV tokens.
AFV TOKENS
Each player starts the game with 16 AFV (Armored Fighting Vehicle) Tokens
SETUP
Flip a coin to see who goes first.
Each player is dealt a hand of 10 cards
THE DECK
Players share a common Deck.
The Deck contains 10 types of Cards:
Offensive Attack
Defensive Attack
Units
Weapons
Movement
Obstacle
Protection
Leadership
Morale
Reconnaissance
Players take turns.
The current player is called the Active player.
His opponent is called the Defending player.
Each turn has 8 phases:
Deploy Phase
Leadership Phase
Reconnaissance Phase
Defensive Phase
Defensive Movement Phase
Offensive Phase
Offensive Movement Phase
Redeploy Phase
DEPLOY PHASE
Both players fill their hands to 10 cards from the deck.
If the deck ever runs out, shuffle the discard and draw from it.
LEADERSHIP PHASE
Players may discard Leader Cards.
For each Leader card he discards, a player may draw 2 cards from the deck.
RECONNAISSANCE PHASE
Players discard Reconnaissance cards.
The player who discards the most Recon cards gets to look at his
opponent’s hand and may discard up to 4 cards and draw replacements.
If it is a tie, both players may discard and redraw up to 3 cards.
DEFENSIVE PHASE
The Defending player may discard a Defensive Attack card or Leader card.
He must also discard either a Unit card or a Weapon card.
The Active player must lose an AFV token unless he discards a Protection
card if a Weapon card was played or a Morale Card if a Unit card was played.
DEFENSIVE MOVEMENT PHASE
The Defending player may discard a Movement Card or Leader card.
If he does so he may repeat the Defensive Phase.
The Active player may play an Obstacle card to negate the Defenders play.
OFFENSIVE PHASE
The Active player may discard an Offensive Attack card or a Leader card.
He must also discard either a Unit card or a Weapon card.
The Defending player must lose an AFV token unless he discards a Protection
card if a Weapon card was played or a Morale Card if a Unit card was played.
OFFENSIVE MOVEMENT PHASE
The Active player may discard a Movement Card or Leader Card.
If he does so he may repeat the Offensive Phase.
The Defending player may play an Obstacle card to negate the Active Players play.
REDEPLOY PHASE
Each player may discard up to 5 cards.
_________________________________________________________________ OFFENSIVE ATTACK CARD LIST
Deliberate Attack
Frontal Attack
Hasty Attack
Main Attack
Supporting Attack
Decisive Engagement
Direct Fire
Fire & Movement
Bounding Overwatch
Clear Enemy in Zone
Wedge Formation
Offensive Front
Seize Initiative
Pursuit
Exploit Gap
Secure Sector
Massed Attack
Infiltrate
Flank Attack
Surprise Attack
Skirmish
Strike Enemy Rear
Overwhelm at Short Range
Advance Guard
Drive Head-on
Blitz
DEFENSIVE ATTACK CARD LIST
Base of Fire
Primary Position
Battle Position
Counter Attack
Kill Sack
Decisive Terrain
Defile
Engagement Area
Field of Fire
Overwatch
Coil Formation
Defensive Front
Key Terrain
Killing Zones
Mine Field
Fire from Concealment
Strongpoint
Blocking Position
Fortified Position
Ambush
Long Range Gun Duel
ATGW at 4000m
UNITS CARD LIST
Armored Fighting Vehicle
Close Air Support Fighter
Main Battle Tank
Infantry Fighting Vehicle
Cavalry Fighting Vehicle
122mm Self-Propelled Howitzer
155mm Self-Propelled Howitzer
Tank Destroyer
SP Anti-Tank Gun
Gun-over-Hull Tank
Helicopter Gunship
Mechanized Infantry
Tank Platoon
Fire Support Team
Light Tank
Hunter-Killer Tank
Air Supremacy
Heavy ATGM Weapon Teams
Combined Arms
Armored Personnel Carrier
Mortar Carrier
Numerical Superiority
Share with your friends: |