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Rules of The War (Russian game)

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Subject: Rules of The War (Russian game)   PostPosted: Tue Apr 23, 2013 11:31 am Reply with quote

The "WAR" Game system rules

Second edition (with add-ins)


The "War" game system is devoted to battles of WWII (1939-1945).

It models tactical level of combat operations. A corresponding card represents each military formation. They may be infantry, armor, artillery and aircraft units, or even special troops (e.g. Guerillas). As a rule a card depicts certain military unit, usually company or platoon. Game parameters of unit cards are adjusted to reflect not only their power but also tactical capabilities in terms of the game mechanics. Resource cards reflect the economic powers of each side, which enable them to build and maintain armies and to take military actions.

Main Part

The main goal of the game is to eliminate your opponent's deck.

These rules are made for two-player game.

Usually one player fights for the Red Army and the other for Wehrmacht (Nazi army). Also you may perform "field exercises" playing Reds vs. Reds or Wehrmacht vs. Wehrmacht.

To start playing you need only these rules and game decks. Dice aren't used in the game in order to reduce fortuitousness. Result of a game depends mostly on player's logical skills, his ability to think through his own moves and opponent's countermoves.

Each player should build his own deck. To do this he may use cards from pre-constructed decks or from additional packs (boosters) and extended additional packs (starters). Total number of cards in a deck must be 60. Only four copies of each card (except "basic resource" cards) are allowed in a deck. Two cards are identical if they have the same title. In casual play players may increase or decrease their decks' size, but number of cards in two decks must still be equal (e.g. 80 each).

These rules put only basic principles of the game. Some cards may be played against them, if the game text on such card directly allows that. When card text where the way of playing it is described, clearly conflicts with these rules, the card text should be applied. If there are two cards in play, one permitting to do something and the other denying, the denying rule is applied.

Cards are placed on the board during the game according to the following scheme: 1st line of defense, 2nd line of defense, battlefield conditions zone, reserve zone, resource zone, deck and losses pile. All cards played in the course of a game are placed to certain game zone.

When game text refers to a card being "in play" or "on the table" it means that the card referred to is in one of the following game zones: 1st line, 2nd line, reserve zone, battlefield conditions zone, resource zone.

All cards, which are "destroyed" or "played", should be placed to the losses pile face up. At start of a game each player shuffles his deck face down, puts it on the table and draws starting hand of 7 cards from the top. The player who moves first also draws one card at the beginning of his turn. Later in the game each player will draw two cards at the beginning of his turn.

Re-draw rule. If all cards in player's starting hand are resource cards he may put them back, re-shuffle his deck and draw a new hand of seven cards, the same rule is applied when none of them are resource cards. It may appear that only one of those cards is a resource card. In this case a player also may re-draw his starting hand, but now he must draw 1 card less. In any of these cases a player must show his starting hand to his opponent to prove he doesn't cheat.

Rotating and restoring cards

Rotating of a card (“Tap”)- when a card in play is used in any way (attacks, blocks, supports) it usually rotates. The player who controls this card turns it 900 clockwise. This shows that a card was already used and cannot be used again this turn. Rotated card can't attack, block (except for targeted attacks on it), support, use special abilities that require its rotation and produce resources. Also unit cards that were rotated before targeted attack on them was performed do not deal damage to their attacker(s). In card text rotating is depicted with special symbol: .

Restoring cards (“Untap”)- all rotated cards (including resource cards) are rotated back into normal position (upright) at the beginning of their owner's turn.

Types and categories of cards

All cards are classified into following categories: resource cards, unit cards, improvement cards, battlefield condition cards, special (tactical) cards and hero cards.

Resource cards. Three types of "resources" are used in the game to "build" (play) units, play certain cards and special abilities. They are:

- Depot ({D} in game text);

- Plant ({P} in game text);

- Fuel ({F} in game text).

The usual way to gain resources is to rotate resource cards in your resource zone. Resource cards are sub-classified into "basic" ("depot", "plant", "fuel") and "special". The latter may have various additional abilities.

A player may put up to two resource cards from his hand to his resource zone during his turn

Rotating basic resource card yields a single "amount" of specified resource. "Special" resource cards may in some circumstances yield a pack of resources of one or different type(s). They may be used independently in any moment up to the end of turn.

If player cannot gain a resource of certain type from non-rotated resource cards he has in play, he may do it by spending two resources of any of the other types. 1 "supply" is produced from 2 "plants" or 2 "fuels" or 1 "plant" and 1 "fuel". 1 "plant" may be obtained from 2 "depots" or 2 "fuels" or 1 "plant" and 1 "fuel". 2 "depots" give us 1 "fuel"; the same do 2 "plants" or 1 "depot" and 1 "plant". Note, that RESOURCES but not RESOURCE CARDS are used to produce missing resource, so that it doesn't matter which cards we used to obtain them. Once "converted" resources can't be converted further.

Example: to build an armored car we need 1 "supply", 2 "plants" and 1 "fuel". The rule described above allows us to do it by spending 5 "depots" and 1 "fuel" or 3 "depots" and 2 "plants" etc.

Playing some cards requires resources that must be obtained only from resource cards capable of producing this type of resource. This requirement is always marked by red color of the corresponding resource symbol in card resource cost and also may be mentioned in card text.

A resource symbol appearing in card text shows that a certain amount of this resource should be spent to achieve the specified effect.

Resource cards can't attack, block and support but can be attacked by opponent's units. For that purpose they have "defense" parameter.

Unit cards usually correspond to certain formation of one of arms of service (infantry, armored troops, artillery, air force, special troops etc, which are called unit types and subtypes in the game). These cards are placed on the table during build phase and stay there until they are "destroyed". The following picture describes typical structure of unit card.

Text on card (russian)
Name: KV-1 (1940)
Card text: First line unit
Cannot be blocked by Infantry
Infantry tank
For attacks: {F} (when defense (block) {F} do not need)
Number: ST-005
Rarity: U
Card Type: Heavy tank
ATK / DEF: 4/4
Building or Playing Cost: 1/5/1
Line: 1 Armoured

Improvement cards imitate various means of strengthening units in battle. When played, improvement card is placed beneath selected unit card in play and stay there until the unit is destroyed. Improved unit gains new abilities or features. When improved unit is moved from one game zone to another or to its owner's hand (for example becomes "destroyed") the improvement card should be moved to the same zone if other isn't specified in its game text. Improvement cards may be played only during build phase. A player also may move an improvement card from one unit to another at this phase, if any text on these cards doesn't deny this. Unit card may have several different or identical cards improving it if text on any of these cards doesn't deny this.

Battlefield condition cards (BFC) are used to simulate various local terrain conditions and battle environment (such as fight in a city or defense of fortified area). Except for locations battlefield condition cards are played at build phase by paying their resource cost and placing them to corresponding zone. Usually they stay here until the game ends or until certain condition specified in their game text becomes fulfilled. Battlefield conditions affect units in play and/or the game rules. A player who controls such card may put it into losses at end of any of his turns. In some circumstances opponent may also eliminate these cards. A way by which an opponent can eliminate a battlefield condition in play is usually described in card text and/or at the top left corner of the card, where special symbols are placed:

-- to eliminate this BFC card an opponent may put a number of cards equal to N from the top of his deck to losses pile at end of his turn. If he does, a BFC card should be immediately placed to its owner's losses pile

-- to eliminate this BFC card opponent's units should make a successful breakthrough to the 2nd line. A number means total attack power parameter of these units ("breakthrough power"). Bonuses against particular unit types, which units may have, do not count towards breakthrough power, but bonuses that are applied in any case or in combat with any ground units do. The fact of breakthrough itself is sufficient to eliminate BFC; an opponent may then assign units that have reach 2nd line to attack units at this line, resources or deck. Breakthrough power accumulates during attack phase from one assault wave to another until it reaches the specified value. When this occurs a BFC card should be put into losses at the end of current assault wave. It doesn't affect next waves.

-- Some BFC cards require their owner to pay for maintaining them. It means that this player must spend resources of specified type and number at the beginning of his build phase to have such card stay in play. If he doesn't this BFC cards must be immediately placed to losses pile. A requirement to pay maintenance cost of a BFC card is always written in card text and depicted with special symbols on its top left. A symbol shows which type(s) of resource(s) is needed and a number - their quantity.

Locations are special kind of battlefield conditions cards. They are played at the end of their owner's turn in the same manner as other BFC's. They affect both sides. Only one BFC-Location card may be in play at a time.

Example: At end of his turn a player played card "River", which is a Location BFC. It means that since that time all ground units can't perform targeted attacks. Also ground units have -2/-1 penalty when attacking and heavy tanks can't attack at all. To eliminate "River" his opponent should either place 4 cards from top of his deck to losses pile at end of his turn or make a breakthrough with total power 3. In both cases "River" will be placed to losses. To make a breakthrough an opponent must attack our player and reach his 2nd line by units with total attack power 3. He should take into account the fact that while "River" is in play it reduces power of attacking units by 2. Such breakthrough can be made, for example by AT SPG SU-76i (3/3, +1/1 in combat against armored troops) and Guardsmen (3/2) improved with "Awarded infantryman" (+1/+1). Their total power {(3-2)+(3+1-2)=3} is sufficient to eliminate "River". Note that attack bonus that SU-76i has against armored troops doesn't count in this calculation.

Special (tactical) cards imitate various tactical means and tricks and special combat situations. After resource cost of a special card was paid, it does an effect described in its text, or allows a player to do something and after that must be placed into losses if other not specified.

Hero cards depict some well-known heroic people. These cards may improve parameters of units, work like special cards or come into play as units themselves. Mode of playing a hero card is described in its text. Only one copy of a particular hero card is allowed in a deck. Player can't play a hero card if his opponent already has played it earlier in the game or if the same card is in opponent's losses pile.

Improvement cards, battlefield conditions (except for Locations), special cards and hero cards, as well as units' special abilities may affect only their owner and his units if their text doesn't specify other.

If any cards and special abilities should be played simultaneously, their owner decides in which order he does that. If any of cards played are owned by another player(s), a player whose turn is current plays his cards and card abilities first.

Unit parameters

Every unit has the following parameters:

1/3/1 - playing (building) cost, expressed in an amount of depot, plant and fuel needed to build this unit.

2/3; 1/2 -- attack power/defense are force with which unit strikes in combat and damage needed to destroy this unit. These parameters are shown on its upper left corner. In combat unit deals damage to an enemy unit, which is equal to its attack power. When unit receives damage (in combat or by other means), which is equal or greater than unit's defense parameter, it becomes destroyed and should be placed to losses pile. If attack power of fighting unit is equal or greater than defense of an enemy unit and vice versa then both units are destroyed. If both units have their attack power less than enemy's defense then they stay in play rotated.

Example: When a medium tank with attack/defense parameter 3/3 attacks an armored car with attack/defense of 2/2 the tank destroys the car. When it attacks a heavy tank with attack/defense of 5/4 the heavy tank destroys it. In combat between medium tank and infantry which has attack/defense of 3/2 both units become destroyed.

In certain game situations units may have their attack power or defense equal to zero. If one of these parameters should drop below zero it is considered to be zero. Units with negative or zero defense are not destroyed by default. If such unit is engaged in combat it becomes destroyed regardless of enemy units' power unless its owner supports it by other units. If he does, his opponent must distribute at least 1 point of damage on a zero-defense unit to destroy it.

Parameters (attack/defense) of any one unit may not be altered using two or more identical special cards during the same turn.

It's presumed that each card denotes an infantry company, armor platoon or battery rather than a single infantryman, tank or gun. That is when unit becomes destroyed it doesn't mean complete destruction, but indicate that it suffered heavy losses and is incapable of further participating in current battle.

-- anti-aircraft attack. When unit possessing this parameter is engaged in combat with air units, owner of this unit may use its AA attack voluntarily to shoot down enemy aircraft. An aircraft becomes destroyed if AA attack of opposing unit(s) is equal or greater than aircraft defense. (N)

-- bombing power. This is special aircraft parameter basically possessed only by bombers and ground-attack aircrafts. It determines amount of damage an aircraft can deal to ground unit(s). In some cases fighters and other aircrafts also may have this parameter. In game text marked as <N>

-- attack/defense bonuses and penalties. Many units have advantages or disadvantages in combat against certain types of enemy troops. It is denoted in card text of these units. E.g. when it is said that unit with basic parameters of 2/2 "gains +1/2 in combat against armored units" it means that while being attacked by enemy armored unit or while attacking it our unit has parameters 3/4. Bonuses and are applied only when all enemy units fighting (being in combat engagement with) our unit that have a certain bonus belong to unit type(s) against which this bonus is. (Taking a former example all of them must be armored troops). See also page 18 - calculating combat results.

-- unit features. Units may have one or more of the following features: tactical mobility, targeted attack, breakthrough, elite, scout party, lend-lease unit, captured equipment. Detailed description of each feature is given further.

-- special abilities. Some units possess special abilities, e.g. heavy artillery may strike opponent's deck from your 2nd line. Unit abilities are usually described in their card text. In many cases you will need to rotate unit and/or spend resources to use its special ability. Unless other isn't specified in card text or these rules, unit special abilities may be used and maintain their effect only during their owner's turn.

Building units

A player is allowed to build units only during the proper phase of his turn. He may build (put on the game table and into play) unit cards that are in his hand. To do that he should spend necessary amount of resources by rotating resource cards in his resource zone - to "pay" for building. As a rule a unit that was just built is placed to reserve zone and stay here until end of its owner's turn, when he should move it to the 1st or 2nd line. Units in reserve zone are unable to attack, block and use its special abilities. It also can't be the target of special abilities or targeted attacks from enemy units. Therefore, units can't attack on the turn they were built but may block or support on subsequent opponent's turn.

The line (1st or 2nd) where unit should be placed from the reserve zone is defined in its card text.

Two defensive positions exist in the game: the 1st line and the 2nd line.

1st line. At this line are primarily positioned:

- infantry;

- armored troops;

- field artillery;

- fortifications;

-some special units.

Player may use units positioned there to build defensive front or to attack his opponent. Units at the 1st line may support only units positioned at the same line.

2nd line. At this line are positioned:

- most part of artillery including mortars, howitzers, self-propelled howitzers, rocket launchers, heavy artillery;

- air force on airfields;

- special units.

Units at the 2nd line can't attack (except for some aircrafts), block and support attacked units. An opponent may attack them using aircrafts or ground units, which have broken through player's 1st line. They fight enemy units in the same manner as 1st line units using their attack/defense parameters.

All units except for air force and some 2nd line units may change their position i.e. move from line to line. Units that were just built can be moved only on next turn. Moving units rotate and become restored only on their owner's next turn. 1st line units that where moved to the 2nd line (to rear area) can't attack or block but may support other units at this line, resources and deck attacked by opponent's units. 2nd line units moved to the 1st may block and support other units at this line that were attacked but are unable to attack.

Special units can't move from line to line unless their card text says they can.


Attacking is a prerogative of 1st line units and air force. Depending on situation attack may be performed on:

-particular units at opponent's 1st line or on his 1st line as a whole;

-units at the 2nd line;


-opponent's deck (which is game equivalent of strategic reserve).

As a rule unit may attack once a turn. Attacking units rotate. Attack may be performed in one or several assault waves, involving any number of available units. Attacking player decides how many units he sends to each wave and which wave is the last.

In general players can't attack particular units at his opponent's 1st line. Attack is performed on the 1st line as a whole.

Some units (mostly tanks and bombers) are allowed to attack particular enemy units. This is called targeted attack feature. In such case attacking player may select opponent's unit on which targeted attack is performed. Several units with targeted attack may attack one enemy unit together. A player may also announce that some of his units don't use their targeted attack feature and attack according to general attacking rules. He must do it at the beginning of an assault wave.

Attacking units rotate and can't attack again this turn. They also lose ability to block opponent's attacks on his turn and to support other attacking or blocking units. Rotated units retain their defense parameter and may be subjected to targeted attacks of opponent's units. In this case bonuses and penalties to their defense are applied as normally, but their attack power is considered to be zero and cannot be increased by any means.

Defense (blocking)

After a player have declared all units which are attacking in current wave, his opponent is allowed to choose defending units which block them. He doesn't have to block all attackers. More than one unit may block one attacker, but blocking several attacking units by one unit is not allowed.

A unit subjected to targeted attack can't escape from combat engagement (unless targeted attack is somehow cancelled) but may be supported by other units, which are not rotated or also subjected to targeted attack. Attacking units can't be supported.
If support is announced then it means that a unit with targeted attack will fight not only unit it attacked but also other units declared as supporting by defending player.

Therefore blocking units are units which: block non-targeted attacks of opponent's units, are engaged by units with targeted attack, support attacked units. Rotated units that were attacked using targeted attack aren't considered as blocking units, but are still participating in combat engagement and also can be supported.

When all blocking and supporting units are declared they rotate.

Combat engagement and units fighting jointly.

Units (including aerial) are considered as fighting jointly if they:

- attack the same object (unit or resource;

- block one enemy unit;

- one of them were engaged using targeted attack and the others support it.

Mortars, howitzers and self-propelled howitzers, which support any units from the 2nd line, aren't considered to be fighting jointly with them (it's a special ability - artillery support).

Any encounter of single or jointly fighting units from both sides is called combat engagement.

Combat engagements occur independently from each other in any single assault wave. Attacking player can't declare next wave before all combat engagements in current wave have resolved. Damage dealt in current assault wave to a single unit from different sources accumulates until unit is destroyed. If it is still in play at the end of current wave, all damage is cleared.

Using some special cards and abilities result in applying damage to one or more units (e.g. a salvo of rocket launcher). It has nothing common with combat engagement and units that were targeted by such cards and abilities do not rotate except if they were attacked in current wave.

Calculating combat results

After all units participating in each combat engagement (attackers, blockers and supporters) were declared it's time to determine actual parameters of fighting units. A unit having bonus in combat against certain unit type (infantry, armored units etc) uses it only when all enemy units it fights in current combat engagement belong to this type (or one of types, if many). Both players put together attack power of their units participating in combat engagement (including bombing power if used) and then distribute damage equal to the resulting total between opponent's units involved in the same engagement. After this was done, all units that received an amount of damage equal or greater then their defense are put into losses. Damage dealt by using certain special cards and abilities also counts towards combat results calculation.

If any unit has some additional (to basic ground attack) attack abilities, such as AA-attack or bombing power it may use only one of them. Therefore it deals damage to either ground or air units, not both.

Special cards, battlefield conditions, improvement cards and unit features don't affect combat parameters (attack/defense/AA-attack) in combat engagement involving enemy aerial units unless their card text says they do.

Example 1: At their 1st line Soviet player have medium tank T-34/76 (3/3), 45 mm AT-gun (1/1 +1/2 in combat against armored units) and 2 reinforced rifle companies (2/3). The German player have AT SPG Sturmgeschutz III (3/3 +1/1 against armored units) and 3 companies of Sturmgrenadiere (2/3) and decides to attack.

He has different attacking options. Let's suppose that an attack of 3 Sturmgrenadiere is declared as one assault wave. They are infantry units and therefore attack 1st line as a whole. Soviet player may choose blocking units himself.

1. He may block each attacker by one of his units, say, 2 infantry units block 2 Sturmgrenadiere and the 3rd attacker is blocked by tank. As a result of these combat engagements we have 1 German infantry destroyed by tank. Note that Soviet ATG is still ready to block an attack of enemy SPG.

2. It's also possible for him to block 1 Sturmgrenadiere by tank, 1 by two rifle companies and let the 3rd attacker to reach his 2nd line. In this case we have 2 German units destroyed

Another attack plot is possible. In 1st wave German AT SPG performs targeted attack on T-34. The tank will destroyed anyway but Soviet player may support it by ATG to have Sturmgeschutz destroyed too. After that German player may attack with his infantry in one or several assault waves.

At last, German player may in this example attack in one wave. In this case he may also choose a target for the attack of Sturmgeschutz, Sturmgrenadiere (infantry) still attack 1st line as a whole.

Example 2: German player's 1st line consists of PzKpfw VI "Tiger" (5/4 heavy tank) and PAK-35 AT-gun (1/1 +1/2 against armored units); Soviet player attacks "Tiger" by SU-76i (SP ATG 3/3 +1/1 against armored units). SU-76i has parameters 4/4 in such combat so that both units would be destroyed. To avoid this Germans support their tank by ATG. Now they have units of different types (armored and artillery) in combat against Soviet SP ATG therefore it can't use its bonuses being only 3/3. Soviet player has no more chances to destroy "Tiger" in this combat engagement but may distribute 3 damage from SU-76i on German ATG to destroy it instead. His unit is destroyed anyway.

Example 3: T-90 (a tank-based light AA-gun, 1/2 +1/0 against infantry, AA attack 3) and T-34/76 (medium tank 3/3) jointly perform targeted attack on heavy tank KV-1 (4/4). KV's owner supports it by Il-2 (ground-attack aircraft, 2/3 bombing power 3). Now attacking player must announce whether his AA-gun fights an aircraft or a tank. In any case Il-2's owner may distribute its bombing power between two attacking units.

Breakthrough to the 2nd line

Sometimes attacking units reach 2nd line of defense. It occurs when all units of 1st line were rotated and unable to block a breakthrough. Possibly there were no 1st line units at all. The defending player may also leave some non-targeted attackers unblocked and let them reach his 2nd line.

Any unit that made a breakthrough may attack opponent's deck or any unit on his 2nd line or resource, by its owner's choice. Two or more such units may attack units or resources jointly. If defending player assigns any units of the 1st line that are on the 2nd one to support attacked resource or deck, attacking player isn't allowed to distribute damage between supporters and attacked object.

Air units don't have to break through 1st line to attack objects at the 2nd one. They just fly over it. Only units possessing AA-attack parameter may support objects that were attacked only by air units.

Attacking opponent's deck

A goal of the game is to eliminate your opponent's deck. The main way of reaching it is attack on the deck. Units that made breakthrough may attack deck as well as certain bombers. Heavy artillery and some special cards are also able to hit the deck. If a deck was attacked its owner must take from its top as much cards as attack power (bombing power for bombers and deck hit power for hv. artillery and special cards) parameter of the attacking unit is and put them to losses.

Winning and losing

A player loses the game when he is unable to draw two cards from his deck at the beginning of his turn (he has one or no cards in it). It's considered as having no strategic reserve. If the two cards he drew are last cards of his deck he still may play his turn and cause opponent to lose.

Unit types and subtypes and their features

Infantry. Infantry unit cards have green background. Cavalry and motorized infantry are also considered as infantry. Infantry can't block heavy tanks or support units blocking them.

Armored units. They have a lot of subtypes and sub-subtypes: tanks (light, medium and heavy), armored cars, self-propelled guns (SPG), armored trains, assault guns. Armored unit cards have gray background.

Tanks (except heavy) and SPG possess targeted attack feature. Why so? WWII is generally recognized as war of tanks. It was tank that made "blitzkriegs" (instant wars) possible. Bearing high mobility, tanks could be rapidly transferred to where they were needed. Powerful armament and armor made them capable to crush enemy defense in a narrow sector and reach the rear area thus ensuring infantry advance. Concentration of mobile armored formations at the direction of main thrust became the key to victory.

Heavy tanks don't bear targeted attack feature (can't attack a particular target at the 1st line) but then can't be blocked by infantry. Fuel spending is required for attack of heavy tanks.

Fortifications. Fortifications are well-protected stationary firing positions, such as pillboxes. Fortifications can't attack and move from line to line. If any effect from unit's special abilities or special cards controlled by opponent causes a fortification to move from line to line it should be placed into losses pile. Fortification cards have light-gray background.

Artillery. Artillery cards have red background. They are divided into following subtypes:

Field artillery (Anti-tank and close support guns) is positioned at the 1st line. They can't attack but may block and support.

Heavy mortars, howitzers and self-propelled howitzers usually have their positions at the 2nd line and can't change their position. They also can't attack or block. Howitzers and some mortars have a special ability "artillery support". It means that their owner may rotate them to give any attacking or blocking unit on his 1st line a temporary attack bonus. A value of this bonus is specified in card text of a howitzer (mortar). Thus, a unit giving artillery support and unit receiving it aren't considered as fighting jointly. Artillery support must be announced at the same time as supported unit is assigned to attack, block or support. One unit may receive artillery support bonuses from several units at once.

Rocket launchers are positioned at the 2nd line and can't move to the 1st. They have special ability to strike units at opponent's 1st line without being struck back. Using this ability requires resource spending and also rotation of RL card.

Heavy artillery is positioned at the 2nd line and can't be moved to the 1st one. It can't attack or block but has a special ability to hit opponent's deck. This ability may be used during attack phase and requires rotation of a card using it.

Anti-aircraft artillery. Possess an AA-attack parameter. Usually has its place at the 2nd line where it can't attack or block. It can move to the 1st line, where it becomes capable to block or support but not to attack. AA units fight ground units using their attack/defense parameters. AA unit, which isn't rotated or engaged with targeted attack, may support units, resources and deck attacked by air units, using its AA-attack parameter. It also uses AA attack to defend itself from air attacks. If an AA unit is at the 1st line, it may support only units positioned at the same line. AA units at the 2nd line may support units positioned at both lines.

Some 1st line units also bear AA-attack parameter. While positioned at the 1st line such units are able to attack. If they are non-artillery units (e.g. tank or APC based AA guns) they fight in ground combat using rules for their unit type.

Two types of AA artillery exist - heavy and light. Light AA artillery may support units and resources and can't fight strategic bombers. Heavy AA artillery (AA guns) supports deck. It also may support resources attacked by strategic bomber.

Air units. Placed at the 2nd line, on virtual "airfields", they have light-blue background. Air units have attack, defense and bombing power parameters. Their attack parameter is used only in combat against other air units as well as defense, which is also counted in combat against anti-aircraft units. They use bombing power to attack ground units. A ground unit that was attacked but not destroyed by air unit rotates (because it's a combat engagement).

Air unit can be destroyed as a result of ground or air attack of enemy units on its airfield. Parameters of an airfield (attack/defense) are 0/0. They are used against ground units attacking it if attacked air unit isn't rotated.

Fighters may intercept (a special kind of blocking) attacks of enemy bombers. In this case bomber's targeted attack is cancelled and it should fight an interceptor using general rules. Its bombing power remains unused even if it wasn't destroyed in air combat.

Players may also use fighters to escort (a special kind of support) their bombers. If a player does, his opponent's fighter can't intercept bomber and is forced to fight the escorting fighter. Fighter escort is announced at the same time as bomber attack.

One escorting fighter can prevent only one interception by enemy fighter, but several blocking fighters may strike one supporter. A combat between fighters uses general rules for attacking and blocking.

Non-rotated fighters may intercept bombers attacking them in the same way as any other air attack. If it failed to prevent bombing (e.g. it was forced to fight supporting fighter) but have not been destroyed, the bomber destroys airfield where it is based using its bombing power thus destroying a fighter unit.

Bombers can attack units at 1st and 2nd lines (including AA units and air units based at airfields), resources and deck. They bear targeted attack feature and can't be blocked by any units except fighters. If attacked unit is supported by light AA gun the bomber's owner may distribute damage (equal to its bombing power) between AA unit and unit that was attacked. Strategic bomber can't distribute its damage between deck (or resource) and heavy AA gun supporting them. Note that bomber attacks require fuel spending.

Ground-attack aircrafts are a special kind of bombers optimized to act over the battlefield. They can attack only units at the 1st line but are capable to block attacking ground units and support friendly units at the 1st line that were attacked by ground. In all these cases GA aircrafts use their bombing power. GA aircrafts can't block air attacks or support any units subjected to air attack (unless these units weren't attacked by ground at the same time). Rules for using GA aircrafts are the same as for using bombers (fuel spending, intercepting and escorting by fighters, support from AA units). Interception of attacking or blocking GA aircraft is declared after declaring all blocking and supporting units in current assault wave. The intercepting fighter rotates.

Bomber or GA aircraft don't receive damage while attacking (blocking or supporting) a unit that doesn't bear AA-attack parameter or doesn't use it.

Some non-bombing aircrafts may possess or gain in certain circumstances a bombing power parameter and use it. When they do so the same rules as for bomber attack should be applied (fighter interception and support, support of a target by AA units). Such aircraft is considered to be tactical bomber when it attacks units at any line or resources and strategic bomber when it attacks deck.

Example 1: Tactical bomber Ju-87 STUKA (1/1, bombing power 5) supported by a fighter (3/3) is assigned to attack opponent's howitzer (1/1). An opponent has a fighter (3/3), which tries to intercept bomber, and a light AA gun (1/2, AA attack 3) which supports howitzer. As a result we have combat engagement including howitzer, LAA gun and fighter, fighting jointly on the defending side, bomber and fighter fighting also jointly on the attacking side. The rules say that in this case fighters may fight only each other. Thus, both will be destroyed. Bomber may distribute its bombing power between howitzer and LAA gun and destroy them. LAA gun uses its AA attack parameter and may (if needed) distribute it between bomber and supporting fighter. The overall result of this engagement will be destruction of all participating units.

Example 2: Waffen SS (infantry 3/2) attack. Attacking player also has fighter Bf-109E (3/3) and APC-based LAA gun SdKfz 10/4 (1/2, AA attack 3). Defending player tries using GA aircraft Il-2 (2/3, bombing power 3) to block Waffen SS, but attacker intercepts it with fighter. The blocking aircraft is now unable to use its bombing power and becomes destroyed as a result of air combat. Waffen SS are still considered as being blocked. Note that attacking player can't use LAA gun to shoot down blocking aircraft because attacking units may not be supported. If defending player had his own fighter he could use it to support blocking GA aircraft. He should declare fighter support at the same time as blocking. In this case intercepting fighter would be unable to distribute damage upon bomber and must fight supporting fighter.

Unit features.

Mobility. Some units have high mobility (are mobile units). When being built they are placed directly to 1st or 2nd line (depending on their unit type) instead of reserve zone. Mobile units may attack and use special abilities at the turn they were built.

Some units possess a breakthrough feature. It is written in their card text. If such unit has been blocked but not destroyed at the 1st line and have destroyed all blocking units it may attack the 2nd line (it counts as breakthrough). This attack is possible only if its attack parameter (not including bonuses against any unit types) was greater than total defense parameter of blockers destroyed. Attack and defense of a unit that continue its attack this way will be reduced by blockers' defense and attack total, respectively. A player may also decide not to use breakthrough feature of his unit.

Example: "Tiger" (5/4 heavy tank, breakthrough tank) attacks. It is blocked by 45-mm ATG (1/1, +1/2 against armored units). As a result of this engagement ATG will be destroyed and "Tiger" will be able to attack 2nd line in the same assault wave, having parameters 2/2.

Elite is a feature of some units. These units cannot be targeted with cards "Panic" and "Capture" as well as with any cards which have this written in their text.

Lend-lease units. May be built only if their owner has special "Lend-lease" resources in his resource zone. This feature is denoted by special symbol at top left of a unit card and also in its card text.

Units armed with captured equipment are marked with special symbol at top left corner of their cards and in its card text as “Trophy unit”.

Scout party - owner of a unit with this feature may rotate it at any time to look at cards in opponent's hand. Rotation of such unit may also be a requirement of playing some special cards or abilities. Wording "Scout party" in unit card title or card text means that it possess this feature.

Rules for particular cards and card types

Paratroopers. Paratroopers perform their assault landing using rules, which are analogous to bomber attack rules. Opponent's fighter may block assault landing. In this case assault landing becomes cancelled and both "Paratroopers" and "Troop-carrying aircraft" should be placed to losses pile. Players may use their own fighters to escort troop-carrying aircraft.

An object that was attacked via assault landing may be supported by LAA gun (including the case of attack on it) as well as by other light AA units placed at the 2nd line. In this case AA unit destroys troop-carrying aircraft but don't prevent attack of "Paratroopers".

NOTE that assault landing to the 2nd line doesn't count as breakthrough.

Turn scheme (order of phases)

1. Restoration phase (turn beginning)

A player restores all his cards that were rotated during his previous turn or opponent's turn.

2. Card drawing

Player draws 2 cards from the top of his deck. Starting player's 1st turn is an exception - he draws only 1 card.

3. Resource playing phase

Player may put into play up to two basic or special resources from his hand. Basic resources are placed to resource zone upright and may be used at the same turn. Special resources are played according to their card text.

4. Build phase

Player may build units he has in his hand by paying their resource cost (rotating proper resources). The units built are placed to reserve zone except for mobile units, which are directly moved to the corresponding line of defense. Cards of some other types also may be played during this phase (BFCs and improvements). Note that cards in reserve zone also may be improved.

5. Changing unit position

Player may move non-rotated units from 1st line to the second and vice versa. Moving units rotate. Position of some units can't be changed - this feature is written in their card text.

6. Attack phase

Attack may be carried out in one or several assault waves. The order of each wave should be as follows:

-- Units performing targeted attack (if any) are declared as well as their targets. Attacking units rotate;

-- Units for general attack on the 1st line are declared. They rotate too;

-- Attacking player announces artillery support for attacking units;

-- Attacking player uses special cards and abilities of units;

-- An opponent (defending player) assigns his units to block and support. These units rotate;

-- Defending player plays special cards;

-- Defending player announces artillery support for blocking (supporting) units;

-- Jointly fighting units and combat engagements are determined;

-- Results of each engagement are calculated and destroyed units placed into losses;

-- Attacking player assigns units to attack 2nd line (if any). He may assign units that have broken through 1st line and aircrafts. He also declares targets for their attacks (units at the 2nd line, resources, deck);

-- Attacked units rotate;

-- Defending player assigns units from his 2nd line (if any of them are capable of doing that) to support attacked objects;

-- Defending player plays special cards;

-- Jointly fighting units and combat engagements are determined;

-- Results of each combat engagement are calculated. Destroyed units and resources are placed to losses. If deck was attacked its owner puts to losses as many cards from its top as was total power of units attacking it.

NOTE that aircrafts and ground units may attack the same target jointly. Special cards are played according to their text.

7. Reserves commitment (end of turn)

Units placed in reserve zone move to their positions at 1st or 2nd line according to their unit type and player's decision. Also BFC - Location cards are played in this phase.
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