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Blitzkrieg for beginners

I Snipe Your Ten!!!

(Not Really)

The Card Game

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Table of Contents
Table of Contents .......................................................................................................................................... 2 Logistics ........................................................................................................................................................ 3 Set Up ....................................................................................................................................................... 3 Your Turn ................................................................................................................................................. 3 Emergency deployment......................................................................................................................... 3 Card Abilities ................................................................................................................................................ 5 Face Cards................................................................................................................................................. 5 King....................................................................................................................................................... 5 Queen .................................................................................................................................................... 5 Jack ....................................................................................................................................................... 6 Ace ........................................................................................................................................................ 6 Number Cards ........................................................................................................................................... 7 Twos .................................................................................................................................................... 7 Threes.................................................................................................................................................... 7 Fours .................................................................................................................................................... 8 Fives, Sixs, and Sevens ..................................................................................................................... 8 Eights, Nines, and Tens......................................................................................................................... 9

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Logistics
Set Up
Each person gets one half of the deck, one black, spades and clubs, and one red, hearts and diamonds. Players then shuffle his deck and then draw 5 cards. Then decide who plays first and each player sets his cards in this manner:

Discard
(Empty)

Deck

Unit

Unit

Unit

The number of units may vary but the minimum is always one card on the field, the maximum cards on the field is actually point based; you can only have up to twenty-one points on the field at a time. Face cards are 11 points each and a number cards point value is its numerical value. If you find yourself with no cards on the field, see the section, Emergency Deployment. After laying cards down, draw as many cards as you need to bring your hand up to five, five is the minimum number of cards you can have in your hand, there is no maximum number of cards in your hand.

Your Turn
Emergency deployment
This is your only option if you have no cards on the field on the beginning of your turn. You have to put at least one card down in your hand, that is it.

Movement
This can contain flipping stealth cards, deploying cards, and retreating. You can do all these things in the same turn but nothing else.

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Tactical Shuffling
If the enemys Queen is tearing through your lines and you dont have any good cards to play, do this. This takes your turn and you cant do anything else. You can retreat but you have to leave at least one card out there. No deploying! Then put as many cards as you want, maximum is 5. Into the deck randomly, then shuffle the deck and put into your hand the same number of cards you put in.

Attacking
Choose one of your cards from the field and choose one enemy card to attack. See card abilities to see who wins, usual rules are the greater card wins.

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Card Abilities
Face Cards
King

Kings are pretty useless by themselves. But they might be the only way to take down an enemy high card. They are the shields of the army. Put any card, except face cards, under the king and it is protected. Any card can kill the king but the card protected by it is left untouched. A card under the king can still attack too. So it is good for situations for example an Ace and an eight are deployed on the enemys side and you have a seven to kill the ace but the eight is in your way. Put down the seven under the king and the eight would have to kill the king to get the seven, but before it could, the ace would be dead.

Queen

The Queen, like in chess, is one of the most powerful cards on the field. She is the tank. She kills everything but twos and aces. Most of the time, the only way to kill a queen is to suicide your queen to kill both of them. However the two can put the queen out of commission without giving up anything. Plus the ace can just bomb it without thinking twice. So only play the card if there is a high number card or something else you want out of there.

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Jack

The jack is the most damaging card of the game. He can kill cards that cant even touch him. He is the artillery. He can kill any card in your opponents hand with an artillery strike. However, he cant attack any cards on the field. He can be killed by twos, tens, and Queens but if and Ace tries to bomb it, the Ace goes down in a hail of anti-air rounds. However, the Jack cannot initiate an attack on the ace. The Jack is a great card to place in a stalemate situation of the game, if the enemy has no cards to kill it; his hand is going to get cycled through pretty fast.

Ace

The ace is a very good card to have. It is a bomber and there are no enemy fighters (yet) to rival it. It can bomb any card except Jacks, you could but no good would come of it, the Twos, they can lock down the ace so that it cant leave the battlefield, and the Sevens, they are anti-air. The only way, sometimes, to destroy an Ace is to sacrifice your Ace to kill the lot of them.

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Number Cards
Twos

The twos are the pesky, annoying units of the game. You can just slip them into your formation and change to anti-vehicle tactics. Yes, 2s are anti-vehicle engineers. They kill any face card except the aces, which they lock down. However they are killed by anything else.

Threes

Threes are very useful with a Jack or a Four. Threes are recon units. With them on the field your enemy cant deploy any units in stealth, he has to show his hand, and all his stealth cards are in jeopardy for the three can kill all stealth cards.

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Fours

Fours are the little brothers of the Jack. They can snipe things in the hand and do not take as much room as the Jack Though, they can only snipe number cards in the hand, if you pick a face card, and you do no damage for the turn. However, fours can attack on the field, only 2s and 3s though.

Fives, Sixs, and Sevens

These cards can be deployed in stealth. Turn the card while you play it and put it face down on the field, your opponent doesnt know what it is. And it is risky to attack it for they have each their own stealth attack. Fives, if attacked, kill the attacking card if it is lower than five. Sixes kill all face cards, except the ace, attacking it. The seven kills all cards attacking it if the card is a number card above five or if it is an ace. When a stealth card is attacked, it is flipped and is no longer in stealth, it does its stealth attack if the attacker is in its attack range but it does not kill any cards out of it. If the attacking card overcomes the stealth card, the stealth card is discarded, if not and the stealth card does not kill the attacker, nothing happens and it is the defenders turn, his card no longer in stealth. Stealth cards cannot attack. They can be turned over on a movement phase but cannot attack on the same turn. Fives and Sixes do not have their special attacks if they are not attacked in stealth. Sevens can only kill Aces if they are not in stealth.

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Eights, Nines, and Tens

Eights, Nines, and Tens have no special abilities. They are just big number cards that can kill most cards.

Jokers

The Jokers, if you have some are split evenly through the players, one in each deck. They are the nukes. But be careful to not keep it in your hand too long, for the enemy can artillery strike it and your whole hand is destroyed. You can only put down a nuke if, in the beginning of your turn, you had eleven points. Then put your Joker out and smile as all cards on the field are discarded. The nukes are only one-time use. Your opponent emergency deploys first and then you. It is then his turn. Dont expect much mercy.

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