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Terror Tactics Rule Variations

The Terror Tactics command deck is another deck that introduces more rules into the standard game. Within this expansion deck of 20 cards players will soon come to discover two little gems called Biohazard cards.

What Do They Do?

Much like the devastation markers placed at the beginning of the game, the Biohazard cards introduce semi-permanent markers onto the game board with the casting player choosing to place the Biohazard marked on any territory - land, water or lunar. From there on in, at the end of each players turn, one Mod is removed from that territory. Now earlier on I used the term "semi-permanent" to describe the cards effect upon the game because unlike the devastation markers these little plague bringers can be removed. If at any time during play the chosen territory is reduced to having no Mods present then the Biohazard marker is then removed. Think of it like somewhat of a bubonic plague ravaging the inhabitants until they either all run for the hills or there's nobody left to die.

Strategy:

What is the best way to use these cards? Ultimately this is going to change depending largely on what the casting player is hoping to achieve. Another thing to bare in mind is the number players involved in the game. For example, in a five player game the potential damage reaped by this card is much higher given there could ultimately be at five turn, if not more, before the targeted player gets to play again.

  • Causing an opponent to lose one of their continents: Most players concentrate a large proportion of their forces at their borders, and rightly so as these tend to be the most vulnerable to attack. What the Biohazard card does however is to make no position impenetrable. Given that the casting player can choose any territory on which to play this, they can choose one in the centre of a continent with, say for example, only minimal reinforcements on it. Come the end of their turn, that territory loses one Mod potentially reducing it to zero and causing the controlling player to lose the continental bonus they would have otherwise received.
  • Causing as much damage as possible: Baring in mind what was said earlier, in a game with four or five players, the Biohazard cards have the potential of reducing a great army to next to nothing. The casting player, who's intention it is to do just that, should not only bare the current rounds turn order in mind, but also the potential turn order of the next round as well, so as to cause as much damage as is humanly possible. You're not going to make any friends this way, but the smug satisfaction of watching all those Mods die as your opponent looks on helplessly should more than adequately make up for it.

Rule Clarifications:

Only one Biohazard marker can be played on a territory at any one time.

 

 

 

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