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RULE
VARIATIONS
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As
with the previous Advanced
Tech expansion, the Terror Tactics Expansion
Deck is designed either for use in place of an
existing command deck (players choice) or with
the use of an additional command token (available
separately from our on-line
store) alongside the existing decks.
Although
the cards themselves have been designed to be as clear as
possible in respect to their wording, because a number of
new gaming dynamics are being introduced with this deck, it
is expected that a few clarifications will need to be made
so as to ensure a smooth blood free game (at least among the
players).
Below
you'll find some points that'll hopefully clarify some of
your points of contention. This by no means is a definitive
list, but instead should always be looked upon as a work in
progress - if you're having a problem with something that
isn't addressed here then please feel free to contact
us and we'll do our best to answer you as soon as we can.
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| BIOHAZARD: |
| CONTINENTAL
ATTRITION |
| Unlike
the placement of a nuclear marker onto a territory,
the placement of a biohazard marker does not negate
the use and occupation of that territory. In order
therefore for a player to keep control of a continent,
and gain the benefits of doing so, they must occupy
that territory at all times from the end of their
turn to the beginning of their next. If at any time
that territory is left empty then not only does
the occupying player lose control of that territory,
but so too do they lose any continental benefits
for which that territory was part of. |
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| LAND/WATER/MOON? |
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There
is purposely no mention made to whether or not
this card should be played on land, water or space
territories because it can be played on any territory
of your choice.
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| NAIL
BOMB (LEFT): |
| WHEN
TO PLAY IT |
| Unlike
other cards, Nail Bomb can be played at any time
during play prior to having made a final move. The
benefit of this is that a player can make a suicidal
run into the midst of enemy controlled territory
and, as long as they can still pay the cost of the
card, BOOM! Suddenly a player can find themself
much worse off than they were moments earlier with
far fewer occupied territories to count upon for
their turn. |
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| RUSSIAN
ROULETTE (ABOVE RIGHT): |
| Why
so cheap for what can be a very destructive card? Well,
the fact is that not only can it cause your opponents
a huge deal of damage, but so too can it cause you a large
gaping hole somewhere you used to call home. A word to
the wise, use this card carefully for not only can it
be your best friend, but so too can it be your worst enemy. |
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| HOSTAGE
(RIGHT): |
| Put
simply, this card allows you to steal the abilities
of another commander you can buy and play
cards, go for a swim, pop into space, but beware,
once your turn is over those abilities fade away
and any extra cards you have or units you've sent
for a paddle are stuck there until they're either
destroyed or you gain the required abilities through
other means i.e. buying a commander or your own
or playing another copy the same card. |
| CHERNOBYL
(BELOW): |
| Has
the placement of nuke markers given your opponent
a game on easy street? No more can they be assured
of a victory hiding behind these once immovable
blockades why not come out from behind your
shield and face your foe?! |
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| RESISTANCE
(RIGHT): |
| Card
should read 'draw land territory cards...'. Another
point to keep in mind, you do not need to be bordering
the drawn territory to attack it. This card should
be looked upon as an uprising of the little people
within the territory itself against the occupying
scourge. |
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