Dual Purpose Improved Conventional Munitions (DPICM)
Family of Scatterable Mines (FASCAM)
Armor-Piercing Discarding Sabot (APDS)
Hypervelocity AP Fin-Stabilized DS (HAPFSDS)
IR Night Vision Devices
Thermal Imaging System
Laser Rangefinder
105mm Rifled Cannon
120mm Smooth Bore Gun
Anti-Tank Guided Missile (ATGM)
High Explosive AT Ammo (HEAT)
High Explosive Squash Head Ammo (HESH)
Rocket Propelled Grenade
Fire Control Systems
25mm Automatic Cannon
Laser Guided Artillery
Air Dispensed Munitions
Terminally Guided Munitions
Supersonic Fire & Forget ATGM
Stabilized Gun
Artillery Fire
First Round Hit
Pin Point Accuracy
Depleted Uranium Ammo
MOVEMENT CARD LIST
Alternate Position
Avenue of Approach
Checkpoint
Coordinating Point
Covered Approach
Displace
Traveling
Traveling Overwatch
Maneuver
Mobility
Phase Lines
Movement to Contact
Advance to Fire Position
Passage of Lines
Withdrawal
Breakthrough
Detachments
Automotive Performance
Gas Turbine Engines
Momentum
Overrun
Bypass Enemy Position
Lure (Bait)
OBSTACLE CARD LIST
Anti-Tank Ditch
Tracks Damaged
Out of Gas
Soft Ground
Water Barrier
PROTECTION CARD LIST
Defilade
Cover
Dead Space
Hull Down
Reverse Slope
Turret Down
Smoke Screens
Electronic Countermeasures
Camouflage
Dug In
Laminate Armor
Reactive Armor
Composite Armor
Inclement Weather
Halogen Gas Extinguishers
Wet Ammo Stowage
Sloped Armor
Thick Frontal Armor
Visual & IR Screening System
Dust Clouds
Evasive Action
LEADERSHIP CARD LIST
Combat Multiplier
Commanders Intent
Economy of Force
Fire Support Coordination
Concept of Operations
Fragmentary Order
Integrate Enemy Doctrine
Concentrate Mass
Mission
Attainable Objective
Priority Target
Command Post
Task Organization
Tank Commander
Terrain Analysis
Courage & Tenacity
Guile & Cunning
Skill & Determination
Branch Plans
Logistics
Command & Control
MORALE CARD LIST
Exhaustion
Fatigue
Confusion
Suppression
Fear
Shattered Nerves
Lack of Sleep
Weakened
Unbalanced
Counter Fire
Cowed
Heavy Casualties
Shaken
Wrecked Lines of Communication
Demoralized
Unsupported Attack
RECONNAISSANCE CARD LIST
Surveillance
Forward Observers
Group of Targets
Grid Coordinates
Intelligence Preparation
Scouting Elements
Line of Contact
Enemy Disposition
Target Acquisition
Reconnoiter
Early Warning
Air Reconnaissance
Remotely Piloted Vehicles
Armored Cars
Artillery Observers
Screen Front & Flanks
Locate Resistance
Radio Intercept
Caught in the Open
OPTIONAL DOUBLE HIT RULE by Ronald Pehr
During Defensive or Offensive phase, As an alternative rule, allow a combined
Attack + Leadership + Unit + Weapon, which would hit two tokens unless opponent
plays both Protection + Morale.
ANCIENT GENERALS INTRODUCTION
Two player card game.
Each player is a general fielding an ancient army represented by the
player's decks.
100 card common deck.
40 Unit cards & 60 Tactics cards.
SETUP
Shuffle the deck.
Randomly deal 50 cards to each player.
Each player now has his own 50 card deck.
Each player draws a hand of 5 cards from their own deck.
The more aggressive player goes first.
OBJECT
Run your opponent out of cards. Destroy his army.
A player loses once he has no more cards left in his deck or reserve pile.
TURN SEQUENCE
Players take turns.
Each turn has 6 phases:
1. Scout Phase
2. Discard Phase
3. Draw Phase
4. Flank Phase
5. Artillery Phase
6. Attack Phase
SCOUT PHASE
Discard a unit card with the scout trait to your reserve pile to look at
your opponents hand, or the next 5 cards in any deck.
DISCARD PHASE
Discard any number of cards from your hand to your reserve pile.
DRAW PHASE
Draw to fill your hand to 5 cards.
If your deck ever runs out, shuffle your Reserve pile and use it as your deck.
Cards sent to your Casualty pile stay there for the rest of the game.
If there are no cards left in your deck or reserve pile, you lose.
FLANK PHASE
You may discard unit cards with the flank trait to gain one flank point each.
Keep a running total of your flank points during the entire game.
The player with the most Flank points is called the Encircling army, the
other player is the Encircled army.
If tied, neither army is the encircling army.
ARTILLERY PHASE
Discard a Siege Artillery card to your reserve pile to cause opponent to
discard one card from their deck to their casualty pile.
ATTACK PHASE
Play one or more units from your hand to attack.
These are the attackers. Place them face up on the table in front of you.
The defending player may play up to one blocking unit per attacker.
The defender assigns specific blockers to specific attackers.
Unblocked attackers do damage to the main body of the opponents army.
The defender must discard a number of cards from his deck to his casualty
pile equal to the damage rating of the attacking unit.
The units of the Encircling army do +1 damage each.
If an attacker is blocked compare the force totals of the 2 units.
The unit with the lower total is killed and is sent to that players casualty pile.
The victorious unit is sent to his owners reserve pile.
A tie in Force values results in both units being killed.
If the blocker can evade the attacker, both units are discarded to their reserve piles.
Tactics cards can be played be either player to affect the outcome of
the battle.
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