GF - Mission Cards v1.0

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General Principles Battle of Wits Total Domination


Mission Cards: These rules were created Players compete in completing as many Players compete in completing the same
to give players a dynamic way to play, of their own objectives as they can set of objectives before the game ends,
with shifting mission objectives. before the end of the game. racing to be the first to complete them.

Print & Play: Print and cut all 36 mission Preparation Preparation
cards. We recommend inserting them all
in card sleeves, and you can also insert a Mission Decks: Each player gets a deck Player Decks: Both players share a
regular playing card for rigidity. of 36 mission cards as his own. single deck of 36 mission cards.

Roll & Play: If you prefer you can also Objectives: Place 6 objective markers. Objectives: Place 6 objective markers.
choose not to cut out the mission cards, Players roll-off to go first and alternate Players roll-off to go first and alternate
but instead roll two dice to determine a in placing one marker each outside of in placing one marker each outside of
random card. To do this roll each die one deployment zones and over 9” away deployment zones and over 9” away
at a time, where the result of the first from each other. from each other.
one stands for decimals whilst the result Playing the Game Playing the Game
of the second one stands for units. Then
check the top left number of the cards to Generating Missions: At the beginning of Generating Missions: At the beginning of
see which one you got. each round players draw cards from each round players draw cards from the
their deck until they have 3, which are deck until there are 3, which are placed
Example: A player rolls two dice, with
placed face up on the table. face up on the table.
the first result being a 2 and the second
result being a 1. This would mean that Scoring Cards: At the end of each round Scoring Cards: At the end of each round
card 21 (Seize 1) is chosen. players check if they have completed at players check if they have completed at
least one condition on any of their cards. least one condition on any of the cards.
Controlling Markers: At the end of each
If they did, then they must score the one If they did, then they must score the one
round if a unit is within 3” of a marker
worth most victory points, and discard worth most victory points, and discard
while enemies aren’t, then it’s seized
that card from the game. that card from the game. In case of a tie
and remains seized even after leaving.
neither player scores the card.
Pinned units can’t seize markers and if Trashing Cards: After scoring cards
units from both sides are contesting a each player may discard one of their Trashing Cards: At the end of each round
marker then it becomes neutral again. remaining cards from the game. the player with the lowest total score
may discard one of the remaining cards
Game Types: When playing with mission Victory Conditions: The game ends after
from the game.
cards you can pick one of the following 4 rounds and the player that scored
two game types: most points wins. Victory Conditions: The game ends after
4 rounds and the player that scored
 Battle of Wits
most points wins.
 Total Domination

By Gaetano Ferrara www.onepagerules.com


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